Thanks for the prompt reply. Any idea why Awake() isn't called after instantiating the prefab? In the prefab, the GameObject is active as is its OnlineMaps and OnlineMapsTileSetControl components.
Actually, after looking further, it seems like the instantiated prefab can't be activated for some reason.
Here's bare minimum test code using Unity 2017.3 and OnlineMaps 2.5.30.1:
[TestFixture]
public class MapTest
{
[UnityTest]
public IEnumerator TestMap()
{
var mapObj = Resources.Load("Prefabs/UI/Map") as GameObject;
Assert.IsNotNull(mapObj);
yield return null;
mapObj.SetActive(true);
yield return null;
// This assert fails.
Assert.True(mapObj.activeInHierarchy);
}
}
Thanks,
Tim