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(4 edits)

Progress on this (no success yet): tested in 5.3.4 and unity 2019, bug does not occur... I jump to Unity 6, and not only is pausing busted, but the OnComplete event won't fire off at all, even when not using pauses. Something between there must be the cause...??

...And while testing why OnComplete wasn't being called... it's suddenly working again and pausing is back to working as expected...? This is a weirder issue than I thought...


EDIT: might not be related to OnComplete at all, I may have messed up a debug thing... it's weird that it *is* fixed for me now though, since I could swear I was getting the broken pause behaviour

Ok, that actually matches with what I saw. I SWEAR this was working for me at one point, but I have jumped back and forth in my git repo and am now having trouble finding at what point it actually functioned. I am wondering whether there is some combination of settings which make this bug pop which were committed to my repo, while the settings which do not make the bug appear are not.

But I think that you're onto something there in terms of the bug popping sometimes, while not others. I'll mess around with my settings a bit and see whether I can find anything there.

I had another two reports last night of OnComplete not being called at all in Unity 6 (when Enter Play Mode Settings are set to "Do not reload Domain or Scene"), and some inconsistency with inline events as well, which I haven't been able to reproduce exactly yet.


This code really isn't something that should be different between any Unity version, so I've got to figure out exactly what changed that I need to write some platform-dependant compilation for... I feel like it's got to be either something with a Unity setting, or I'm using some Unity code that changed, so I'll keep digging.