Prefab overrides - "Apply all" button not working correctly

Hello,

I reported a bug with 2019.3 beta, but it is also happening in previous versions. Here is the full report, if there is something unclear, i can clarify.

Edit: Case number: 1195496
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  1. What happened

Removing components on nested prefabs and then “applying all” overrides causes removed components to reappear again.

  1. How we can reproduce it using the example you attached

Create two prefabs (e.g. Cubes with box colliders) : Parent and Child. Now nest at least 3 instances of Child under Parent. Put Parent prefab to the Scene. Pick last two (maybe works with arbitrary two) nested Child prefab instances and remove their Box Collider component. Now on Parent, press Overrides → Apply All. On one of the child prefab instances where we removed the box collider, the box collider reappeares again. Also when now undoing operations with ctrl+z I get this warning:

"Component of type BoxCollider was added to Child (1) using GameObject.AddComponent() and had become dangling during an undo operation.

Use Undo.AddComponent to correctly add a component which can be handle by the undo system"

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I forgot to mention that:
When applying overrides one by one, this does not happen.

What is the case number of the bug report you made?

Case number: 1195496

Thanks for the bug report.

According to the case info, it looks like you’re using beta 8 of 2019.3, which is both not a final release of Unity and very old at this point. Could you check with a latest release of 2018.4 or later and see if it still happens there? QA may not prioritize looking at bug reports made with beta versions of old versions of Unity.

Edit: Ignore the above.

I can confirm this is happening in 2019.1.14f1 and 2019.2.11f1
Both your webpage and Unity Hub offers 2019.3.0b8 as latest beta release, I don’t understand what do you mean by “very old at this point”.

1 Like

Sorry, I must have been too tired when I wrote that; I confused it with a different release. Ignore my previous post, and thanks for the bug report. It should get to us once QA has reproduced it.