Also this one Importer(PrefabImporter) generated inconsistent result for asset
There definitely still is a bug in Unity 2021.2.5f1 regarding asset import. We are constantly getting same import errors with the same prefabs. Reimporting manually always fixes the errors but it is tedious to doā¦

On reimport we also usually get this error message (however the import still fixes the prefab):
Assertion failed on expression: ām_Blacklist.count(artifactKey) == 0ā
Please Unity fix this!!!
2021.2.5f1 is more than 9 months old now, is 14 2021.2.x revisions out of date, and is no longer supported (update to 2021.3 LTS to see any updates). Fixes ship with new Editor versions, thereās nothing they can do if youāre going to keep using an out of date version.
We cannot update to a newer Unity version since some 3rd party assets (i.e. UniStorm) do not support those newer versions.
Well, youāre SOL until those assets receive support. Again. Not something to complain to Unity about.
We are on 2021.3.23 Problem is still here. IT seems like 2021 is the most bugged version of unity I have been working on.
2022.2 checking in, problem exists here too. I didnāt really start taking a look into this until recently, but itās been something Iāve noticed for quite a while now (definitely during 2021.x, probably well before that).
My experience with this problem has been the following (this is a rough summarization): Iāll have a large Prefab object, call it a level, it contains all the various constituent required parts, a mix of GameObjects, Prefabs, Prefab variants, etc. Sporadically, after the domain is reloaded, or during application shutdown (the editor itself, not just exiting from Playmode), Iāll notice that one, or many, of the level Prefabs has changed via git status. Itās at this point where the fun begins, and I attempt to track down what has changed. What I usually see via the inspector is that Rooms within the Level will have sub components with fields where the object references of those fields point to another Room. A straightforward solution is to simply create a Type for those fields, add the Type to the subcomponent, and then hide the field from the inspector (ex. remove the SerializeField attr). Then itās trivial during initialization to assign the value of those fields using the Type. The frustrating part of this is that the prefab that gets changed by Unity hasnāt been updated or otherwise modified, and finding the field(s) with the bad references can be tricky.
The other use case that is less frequent is just simply having a field in the Inspector that loses the reference to its object all together, and has a value reported as āmissing GameObjectā by the Inspector. This one is relatively easy to detect using the methodology outlined in: Finding Missing Object References In Unity.
Hi kayroice,
Could you please report this bug with a project and reproduction tests?
Also having this occur in 2022.3.1f1 LTS. For me itās happening sometimes when I make a minor change to a prefab and save it, the separate scriptable object that referenced the prefab shows that prefeb as āmissingā (even though its still there exactly where it was).
@JTAU Could you submit report a bug ?
still got it in my 2022.3.4f1 project, after editing a prefab, sometimes it will cause missing references.
Wow I canāt even think how devastating this is in a big project.
Iāll try to make it reproducible then submit a bug report.
If possible, try and download 2022.3.5f1 when available July 20 and see if the issues persists.
Iām on 2022.3.7f1 LTS and started having this bug. I first noticed _unity_self null reference when playing in the editor, and later began losing references to scripts in prefabs.
@theArtifacts Have you any reproduction for this? We would love to take a look at it.
Will that be fixed in 2021 LTS? this is like extremely annoying. Imagine that everything is working well in editor You are building game and things are broken for players. That horrible
@Jakub_Machowski Could you submit a bug report with your affected project? We would like to ensure we are talking about the same issue.
Because this particular issue should not appear in 2021 LTS.
Interesting - I frequently get prefabs randomly disconnecting and never pieced together that this error message might be related. Iām going to keep an eye out for this message in future; usually it just triggers me to restart the editor.
Bug appear in 2021 LTS. Sorry but finding that bug and creating smaller reproduce project is almost impossible in big project . I understand that is hard to reproduce for You but so many people reported it. I already spend like weeks on reporting and preparing reproduction projects for different bugs for Unity. Every version have same bugs about core stability of engine. This are not new features but engine stability bug. In my opinion it should be a priority. When building game some prefabs game objects variables are just randomly lost. Now imagine building a game for release, everything is ok when testing in editor and then everything messed after build this is horrible as we have to test every single build after building even if we didnāt changed anything.
The bug is back! References are randomly lost without any pattern. Got an example when reference would be lost every single time in certain field. Itās so annoying!
Started encountering this bug (and have been encountering this bug) for a while. Currently on Unity 2022.3.4f1.
Incredibly annoying issue that can cause tens of hours of lost time.
Have encountered at least one instance where an entire nested space station prefab was replaced by a completely random different object.
Attempts to update my project to 2022.3.17f1 led to another unity bug related to fmod audio clip imports that unfortunately breaks a major part of the game, so Iām stuck on my current version for now.
