Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.2.10f1
Issue ID
1085225
Regression
No
PlayerSettings.SetScriptingDefineSymbolsForGroup behaves differently when running in batchmode
How to reproduce:
Editor:
1. Open the user's attached project
2. In the menu bar go to Build and select Build Player
Batch Mode:
1. Launch Unity with these arguments:
-batchmode -executeMethod "BuildScript.Build" -projectPath "<Project Path>" -quit
(Replace <Project Path> with the project path)
Expected result: Unity behaves the same way in both Editor and -batchmode, which means that either both complete the build or both fail
Actual result: Unity behaves differently in Editor and -batchmode, which results in Editor completing the build and -batchmode failing
Reproducible with 2017.4.13f1, 2018.1.9f2, 2018.2.12f1
Not reproducible with 2018.3.0b6, 2019.1.0a4
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
- 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
Resolution Note:
This particular case has been investigated thoroughly and we have decided, in the interests of protecting the stability and features of Unity for users that rely upon the affected versions, to not address this fix for the time being. We understand that this will cause problems for some users, and so may address in a future version.