ChangingHierarchyOfCanvasRenderer.cs
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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEditor.SceneManagement;
public class ChangingHierarchyOfCanvasRenderer
{
[Test]
public void ChangingHierarchyOfCanvasRenderer_DoesntCrash()
{
// Canvas
// - Middle
// - Renderer
// OtherCanvas
var canvasObject = new GameObject("Canvas");
canvasObject.AddComponent<Canvas>();
var otherCanvasObject = new GameObject("OtherCanvas");
otherCanvasObject.AddComponent<Canvas>();
var middleObject = new GameObject("Middle");
middleObject.transform.parent = canvasObject.transform;
var renderObject = new GameObject("Render");
renderObject.AddComponent<CanvasRenderer>();
renderObject.transform.parent = middleObject.transform;
renderObject.SetActive(false);
// Translation causes IgnoreNextTransformChanged to be set on Renderer
canvasObject.transform.Translate(1, 1, 1);
// Reparenting after ignore
middleObject.transform.parent = otherCanvasObject.transform;
// Destroy the original canvas, and create a new scene to force destruction of everything else
GameObject.DestroyImmediate(canvasObject);
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
Assert.Pass();
}
}