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In the Hierarchy window (HierarchyView), clicking a node's expand/collapse foldout toggle only works the first time. Clicking the same toggle again does nothing — the toggle glyph visually flips, but the node does not actually expand or collapse. Interacting with a different node "unsticks" it for exactly one more toggle.
Environment / important repro condition
The bug only reproduces when nothing in the Editor is continuously updating ("dirtying") the scene. It is masked by anything that keeps the edit-mode player loop ticking (animated materials, active particle systems, [ExecuteAlways] scripts, realtime GI, etc.), which is why it does not reproduce in many projects.
Steps to reproduce:
Sometimes you have to click more than just a second time in step 6 to reproduce the issue, as if there is a background scene update it will not reproduce.
Actual results: Only the first click per node is honored; further clicks on the same node's toggle are ignored until a different node is interacted with.
Expected results: Every click on a foldout toggle expands or collapses that node.
Reproducible with versions: 6000.7.0a3, 6000.6.0b1, 6000.6.0a7
Not reproducible with versions: 6000.6.0a6
Can’t test with versions:
Tested on (OS): Windows 11, MacOs
Notes:
Root cause
HierarchyView.OnExpandedStateChanged de-duplicates foldout clicks using a guard keyed on (Time.frameCount, node), intended to reject presumed click-spam / a spurious duplicate ClickEvent. In edit mode, Time.frameCount only advances when the edit-mode player loop runs (InternalUpdateScene, gated by IsUpdateNeeded()), which does not happen from Hierarchy input alone. In a "quiet" scene the frame counter is frozen between clicks, so the guard treats every second click on the same node as a duplicate and drops it. Additionally, no real duplicate ClickEvent actually occurs, so the guard provides no benefit.
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