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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Reproduction steps:
1. Open the “QuitStripped” project
2. Open the “SampleScene” scene
3. Build And Run
4. Press “Make Application.wantsToQuit return false”
5. Press “Call Application.Quit()”
6. Observe the top left or Player.log
Expected result: “MonoBehaviour.OnApplicationQuit invoked” is not logged
Actual result: “MonoBehaviour.OnApplicationQuit invoked” is logged
Reproduced in: 2020.3.0f1, 2020.3.47f1, 2021.3.22f1, 2022.2.13f1, 2023.1.0b10, 2023.2.0a9
Reproduced using: Windows 11, macOS 13.2.1 (Intel), Ubuntu 20.04 (by the reporter), ArchLinux (by the reporter)
Workarounds:
1. “Application.quitting” can be used instead of “MonoBehaviour.OnApplicationQuit“
2. "Application.CancelQuit" can be used inside "MonoBehaviour.OnApplicationQuit"
Notes:
1. Related old fixed bug: https://issuetracker.unity3d.com/product/unity/issues/guid/1261125/
2. The said bug fix only made “Application.wantsToQuit“ be invoked before “MonoBehaviour.OnApplicationQuit” but “MonoBehaviour.OnApplicationQuit” remained always being called
3. Cannot test in Play Mode because most of quitting API does not work in Editor
4. If this is by design, it should be specified in the "MonoBehaviour.OnApplicationQuit" documentation
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