VersionSectionRiskImpactNote
6000.4.0f1Fixes
Scripting
FixOnDisable 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.
6000.4.0b11Fixes
Scripting
FixOnDisable 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.
6000.4.0b10Fixes
Scripting
FixOnDisable 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.
6000.4.0b8Fixes
Scripting
FixOnDisable 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.
6000.4.0b9Fixes
Scripting
FixOnDisable 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.
6000.4.0b7Fixes
Scripting
FixOnDisable 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.
6000.4.0b6Fixes
Scripting
FixOnDisable 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.
6000.4.0b5Fixes
Scripting
FixOnDisable 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.
6000.4.0b4Fixes
Scripting
FixOnDisable 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.
6000.4.0b3Fixes
Scripting
FixOnDisable 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.
6000.4.0b2Fixes
Scripting
FixOnDisable 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.
6000.4.0b1Fixes
Scripting
FixOnDisable 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.
6000.4.0a5Fixes
Scripting
FixOnDisable 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.
6000.4.0a4Fixes
Scripting
FixOnDisable 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.
6000.4.0a2Fixes
Scripting
FixOnDisable 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.

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