Search Issue Tracker
Fixed
Votes
1
Found in
2017.2.1f1
Issue ID
979796
Regression
Yes
OnEnable() is called before Reset() with ExecuteInEditMode enabled
Steps to reproduce:
1. Open attached “ExecutionOrder.zip” Unity project
2. Open “Test” scene
3. Go to Assets->Test->CreateTestObject
4. Observe Console window
Expected results:
Reset() is called before OnEnable()
Actual results:
OnEnable() is called before Reset()
Reproduced in 2018.1.0b1, 2017.3.0f3, 2017.2.1p1, 2017.1.2p4, 5.6.5f1, 5.6.0f1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
This behavior won't be changed to avoid impacting existing Projects. The execution chart on https://docs.unity3d.com/Manual/ExecutionOrder.html was updated in Feb 2018 to reflect when OnEnable() is called.