Infinite hang when reloading a scene contains a manually spawned NetworkObject with a SpriteLibrary and a SpriteResolver
Nadie ha tomado este issue todavía.
Evaluación
- Dificultad
- 4/5
- Tiempo estimado
- 3-5 días
- Aptitud para principiantes
- 55/100
- Tipo de issue
- Error
- Claridad
- Bastante claro
- Estado de actividad
- Tranquilo
- Stack tecnológico
- csharp, unity
- Área
- game-dev, networking
Línea de trabajo
Comienza reproduciendo la configuración con NetworkManager, UnityTransport, InstantiateAndSpawn, SpriteLibrary, SpriteResolver y destroyWithScene habilitados; después, rastrea NetworkManager.SceneManager.LoadScene durante recargas repetidas. Compara el comportamiento entre las versiones de Unity y Netcode indicadas; se considera terminado cuando la escena se recarga cada 3 segundos sin que el editor de Unity se bloquee.
Escrito por el modelo de indexación a partir del texto del issue.
Descripción
Description
Infinite hang when reloading a scene contains a manually spawned NetworkObject with a SpriteLibrary and a SpriteResolver
Reproduce Steps
- Create an empty scene
- Add a NetworkManager, with UnityTransport
- Create a new prefab with NetworkObject, SpriteRenderer, Animator, SpriteLibrary, SpriteResolver (following basically this tutorial: https://www.youtube.com/watch?v=4xPHqEEa-V0)
- Create an empty object
TestCrashwith the following code, and link the prefab from (3) in the inspector
public class TestCrash : NetworkBehaviour
{
[SerializeField] public GameObject prefab = null!;
private bool _alreadyCalled;
private void Start()
{
var networkManager = NetworkManager.Singleton;
var unityTransport = networkManager.GetComponent<UnityTransport>();
// Start local server
unityTransport.UseWebSockets = false; // if applicable
unityTransport.SetConnectionData("0.0.0.0", 7777);
networkManager!.NetworkConfig.NetworkTransport = unityTransport;
networkManager.StartHost();
NetworkManager.Singleton.SpawnManager.InstantiateAndSpawn(
prefab!.GetComponent<NetworkObject>(),
OwnerClientId,
destroyWithScene: true,
position: Vector3.zero
);
}
private void Update()
{
if (_alreadyCalled) return;
if (Time.timeSinceLevelLoad < 3f) return;
_alreadyCalled = true;
NetworkManager.Singleton.SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
}
TestCrash is some code that
- starts a local server
- spawns the prefab
- waits 3 seconds
- reloads the scene
Actual Outcome
After a few attempts, the scene never reloads and the Unity editor hangs forever (has to be force quitted)
Expected Outcome
The scene reloads every 3s
Environment
- OS: Windows 11
- Unity Version: 6000.4.7f1
- Netcode Version: 2.12.0
Additional Context
- This bug did not happen with 2.12.0 and Unity 6000.3.11f1 (started happening after upgrading to 6000.4.7f1)
- The bug doesn't happen without
destroyWithScene: true, - Removing the SpriteResolver/SpriteLibrary stops the bug from happening
- The NetworkObject must be spawned with
InstantiateAndSpawn, if the prefab is added to the scene, the bug doesn't happen
Here is a dump of the Main Thread stack when the editor is hanging. The CPU is at 0% at that point. Maybe a lock contention?
<unknown> 0x00007ff973d63cb4
<unknown> 0x00007ff973c30543
<unknown> 0x00007ff97107e558
UnityClassic::Baselib_SystemFutex_Wait(int * __ptr64,int,unsigned int) 0x00007ff8886af7f6
ProfilerMutexLock(Mutex & __ptr64,char const * __ptr64,profiling::Marker & __ptr64,char const * __ptr64,int) 0x00007ff88b1a4450
PersistentManager::Lock(PersistentManager::LockFlags,profiling::Marker * __ptr64) __ptr64 0x00007ff88b1a1b83
PersistentManager::GetPathName(EntityId) __ptr64 0x00007ff88b1968bb
GetGUIDFromEntityId(EntityId) 0x00007ff888e786fe
AssetChangedNotifier::UnsubscribeFromAll(EntityId) __ptr64 0x00007ff88a209aee
SpriteRenderer::MainThreadCleanup(void) __ptr64 0x00007ff88b631e42
delete_object_internal_step1(Object * __ptr64) 0x00007ff88b8cd380
CommitBatchDelete(BatchDelete & __ptr64) 0x00007ff88b5286d2
DestroyObjectHighLevel_Internal(Object * __ptr64,bool) 0x00007ff88b532e31
DestroyObjectHighLevel(Object * __ptr64,bool) 0x00007ff88b532ba8
DelayedDestroyCallback(Object * __ptr64,void * __ptr64) 0x00007ff88b7963cb
DelayedCallManager::Update(int) __ptr64 0x00007ff88b797ac8
<unknown> 0x00007ff88b4f9d6b
ExecutePlayerLoop(NativePlayerLoopSystem * __ptr64) 0x00007ff88b517f5b
ExecutePlayerLoop(NativePlayerLoopSystem * __ptr64) 0x00007ff88b51811a
PlayerLoop(void) 0x00007ff88b51d105
EditorPlayerLoop::Execute(void) __ptr64 0x00007ff889ab957a
PlayerLoopController::InternalUpdateScene(bool,bool) __ptr64 0x00007ff889ab2a9c
PlayerLoopController::UpdateSceneIfNeededFromMainLoop(void) __ptr64 0x00007ff889ab4dad
Application::TickTimer(void) __ptr64 0x00007ff889acc4c3
<unknown> 0x00007ff8894bfb2c
UnityMain 0x00007ff8894c8693
<unknown> 0x00007ff6ae972f2a
<unknown> 0x00007ff97360e957
<unknown> 0x00007ff973caad6c
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