Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
0
Found in
2019.2.0a7
2019.2.6f1
2019.3.0a1
2020.1.0a1
Issue ID
1189110
Regression
Yes
[WebGL] Mouse events are not called on builds when the scene does not have Event System object
How to reproduce:
1. Open the attached project ("case_1189110-Button_Test.zip")
2. Open the repro scene ("SampleScene")
3. Enter Play Mode
4. Click on the sprite object and notice how it rotates after receiving OnMouseDown event
5. Exit Play Mode
6. Make a WebGL build and run it
7. Click on the sprite object again
Expected results: The sprite is rotated in OnMouseDown event the same way as in the Editor
Actual results: The sprite is not rotated as OnMouseDown is not called when clicking on the object
Reproducible with: 2019.2.0a7, 2019.2.9f1, 2019.3.0b6, 2020.1.0a8
Not reproducible with: 2017.4.33f1, 2018.4.11f1, 2019.2.0a6
Notes:
1. OnMouseEnter and OnMouseExit events are also not called
2. Adding Event System in the scene fixes the issue in some cases
3. Disabling Engine Code Stripping also fixes the issue
Comments (2)
-
Dantorius
May 12, 2021 15:47
Still seeing this issue in Unity 2021.1.6.f1.
-
Shy_
Dec 17, 2020 07:33
Still seeing this issue in Unity 2019.4.16f1 LTS.
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
Resolution Note (fix version 2020.1):
Fixed in 2020.1.0a21
Resolution Note (fix version 2019.3):
Fixed in 2019.3.6f1