Search Issue Tracker
Fixed
Fixed in 1.0.15
Votes
1
Found in
1.0.14
Issue ID
UUM-131340
Regression
Yes
Node connections cannot be removed when connected to Conditional Branch or Switch outputs in Behavior Graph
Reproduction steps:
1. Open the attached "IN-128856-REPRO" project
2. In the Project window, open "Behavior Graph"
3. Select the connection coming from "True" on a Conditional Branch
4. Try to delete the connection
5. Observe the result
Actual result: Connection remains intact
Expected result: Connection is removed
Reproducible with: 1.0.14 (6000.0.65f1, 6000.2.15f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4)
Not reproducible with: 1.0.13 (6000.0.65f1, 6000.2.15f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4)
Reproduced on: Windows 10 (Reporter), Windows 11
Not reproducible on: No other environments tested
Notes:
- The connection remains even after deleting its target node
- If you delete a Conditional Branch node while it is connected to anything, a console error “Did not find node UI for Unity.Behavior.GraphFramework.FloatingPortNodeModel” is thrown
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment