Search Issue Tracker
By Design
Votes
0
Found in
2019.1.0a1
2019.1.0b1
2019.2.0a1
Issue ID
1123839
Regression
Yes
Prefab that was disabled during Play Mode stays disabled after exiting Play Mode when Vuforia-AR support is installed
How to reproduce:
1. Open the user's project
2. Notice that the "GameObject" in the Hierarchy is enabled
3. Enter the Play Mode
4. Exit the Play Mode
Expected Result: After exiting the Play Mode "GameObject" is enabled again
Actual Result: "GameObject" is disabled
Reproducible with: 2018.3.5f1, 2019.1.0b2, 2019.2.0a4
Not Reproducible with: 2017.4.20f1
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
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
- Entities Hierarchy window allows Cyclic nesting and throws an “ArgumentException: Cyclic nesting detected” error when dragging a Prefab onto the same Prefab in the Entities Hierarchy
- EnterPlayModeOptions doesn't take effect if user manually modifies m_EnterPlayModeOptionsEnabled to 0
- VFX Graph Documentation dropdown button does nothing when clicked on the right side
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
Resolution Note (2019.2.X):
In 18.4 and later this is by design: Note "Under a certain condition Vuforia calls AssetDatabase.SaveAssets, although Application.isPlaying is already true. This in turn saves a changed state of the Prefab back to disk, that is only ment to be temporarily during play mode.". The Vuforia package needs to change its logic here, it seems it is changing a Prefab Asset when in fact it should only change the state of the GameObject in the Scene.