UUM-104524
Fixed in 6000.4.0a2Mentioned in 15 release notes.
First fixed in 6000.4.0a2 (Oct 16, 2025); relisted in 14 later releases.
| Version | Section | Risk | Impact | Note |
|---|---|---|---|---|
| 6000.4.0f1 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b11 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b10 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b8 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b9 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b7 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b6 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b5 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b4 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b3 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b2 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0b1 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0a5 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0a4 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. | |
| 6000.4.0a2 | Fixes Scripting | Fix | OnDisable is now being correctly invoked on components of grandchildren when a gameobject is begin destroyed using Object.Destroy(...). Before this fix only components on the gameobject's it self and direct children would have OnDisable invoked on them. This is also the same behavior as currently happens for DestroyImmediate. |