It has been talked about in the archived beta forum, but it is still present in the released 2019.1.0f2.
Observe in the screenshot how the selected Image shows up as green, even though in the inspector its color is purple.
Calling Image.DisableSpriteOptimizations after setting the image causes the color to start updating again. But, I don’t know if this makes the image generally less efficient than in 2018.3.
I’m attaching a small sample project that demonstrates the issue (which was also included in the bug report).
Same problem here when changing the sprite and/or the color. Moreover when a shadow component is used, only the shadow is displayed after changing the sprite.
i had that issue on 2 groups of things in 2019.1.0f2, after update to 2019.1.1f1 one of the groups started to work as supposed (all the alpha tweening is displaying correctly), but the other usage where i tween alpha to 0, then change the sprite and tween back to 1 isn’t working like before (if I change it from simple to let’s say filled it displays but not with simple)
so i was looking and i found 2 differencies - the not displaying sprite was rect mesh and not in atlas … so i checked mesh and still no success but when i atlased the sprite it started to display
i guess the bug was half fixed in update to 2019.1.1f1 but since it works only with atlased sprites (the particular sprite isn’t POT)
Yes, I have the same issue, the image color won’t change when modifying through script. I have faced too much critical bugs in 2019.1. There is an IAP regression in 2019.1 as well. So I currently downgrade my project to 2018.3.
Here, in-app purchasing (IAP) is broken in 2019.1 if the installation path of Unity contains space. If we install Unity in default folder, which is “Program Files”, then IAP is broken. This is another issue, I won’t talk much, go check this out: https://discussions.unity.com/t/692674 page-2#post-4534090
Seriously? This sounds ridiculous considering the number of problems for something as simple as changing a sprite… Can Unity make a comment here to explain why?
Anyway, In the meantime, here is a hack that worked for me:
use Image.overrideSprite = sprite; instead of Image.Sprite = sprite;
Yeah i use the same thing too, but it do not sound normal for me to bypass it like that.
They answer on what they want, we have several post like this on the forum and a big silence, really ridiculous.
Imagine how someone new can have an headache because he do not understand how a simple stuff like this is not working …
I thought it was my mistake. Because if it was edited in the editor, it worked normally. T_T … I am using version 2019.1.3 and still have this bug. why not fix this bug? I spent the whole day looking for the cause.
@roka apparently we misunderstood the way Unity releases and fixes work. The issue has backports for 2019.1 and 2019.2. See the answer of CRISTIANM_UNITY on the Issue Tracking page:
I still don’t understand what backports means? Can someone explain that? I assume it means it will be fixed in 2019.1 and 2019.2 but which version of 2019.1, will it be fixed in?
I have read the link Unity staff provided, I found this piece of information:
Will there be updates for both the TECH and LTS streams? Yes. We will continue to offer weekly updates for the TECH stream. However the updates for the current TECH stream will stop when the next one is released. For example, when 2018.2 is released, weekly updates for 2018.1 will stop, and when 2018.3 goes live, support for 2018.2 will end.
Because 2019.2 hasn’t gone live, 2019.1 will continue to be updated until 2019.2 is released. So I think the fixes that had been done to 2019.3 will also be done to 2019.1. Nonetheless, I still think Unity should point out this important fact in the issue tracker status, not just saying “Fixed in 2019.3”, saying something like “Fixed in 2019.3 and will also be backported to 2019.1, 2019.2” instead.