Search Issue Tracker
Duplicate
Votes
0
Found in
13.0.4
Issue ID
UUM-136997
Regression
Yes
SpriteSkin parts get destroyed when another GameObject is destroyed in the Player
How to reproduce:
1. Open the attached “IN-136218_TestBug.zip” project
2. Switch to “Android” build target
3. Build and run the Player
4. Press the “Destroy” button
5. Observe the Player
Actual result: The left GameObject is destroyed and the right one is missing parts from the SpriteSkin
Expected result: The left GameObject is destroyed and there are no missing parts on the right GameObject
Reproducible with: 13.0.3 (6000.3.0b6), 13.0.4 (6000.3.0b6, 6000.3.10f1, 6000.4.0a3)
Not reproducible with: 10.0.2 (6000.0.70f1), 13.0.2 (6000.3.0b6), 14.0.3(6000.4.0b11), 15.0.3 (6000.5.0a8)
Reproducible on: macOS Sequoia 15.7.3 (M1 Max)
Not reproducible on No other environments tested
Reproducible with these devices:
VLNQA00529, Google Pixel 4 (Pixel 4), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno 640
VLNQA00468, HUAWEI P40 Pro (Global) (ELS-NX9), Android 10, CPU: HiSilicon Kirin 990 5G, GPU: Mali-G76
VLNQA00172, Samsung Galaxy S8 (SM-G950F), Android 9, CPU: Exynos 9 Octa 8895, GPU: Mali-G71x
VLNQA00611, Samsung Galaxy S24 Ultra (SM-S928B), Android 14, CPU: Qualcomm SM8650-AB Snapdragon 8 Gen 3, GPU: Adreno 750
VLNQA00395, iPhone 13 (MLPJ3ET/A), CPU: Apple A15 Bionic, OS: 15.0
Notes:
- Reproduces in Standalone
- Does not reproduce in the Editor
-
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.
We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.
Thank you for helping us improve Unity! -
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.
We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.
Thank you for helping us improve Unity!
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
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
This is a duplicate of issue #UUM-134629