Assertion failed 'GetApplication().MayUpdate()', '!AssetInterface::Get().IsLocked()'

After updating our project from Unity 2018.4.27f1 to 2019.4.20f1, the editor now outputs the following errors when creating an Android build. It does not output this error when building for iOS or Windows.

Assertion failed on expression: 'GetApplication().MayUpdate()'
Assertion failed on expression: '!performAutorepaint || GetApplication().MayUpdate()'
Assertion failed on expression: '!AssetInterface::Get().IsLocked()'

Other than the error in the console, the editor UI also turns unresponsive. The main menu still works, but all the editor unity ui does not work anymore.

I tested Unity 2019.4.20f1 with Addressables 1.13.1 and 1.17.5-preview, both cause this error. Any idea what this could cause it? Is there a workaround I can try?

Assertion failed on expression: 'GetApplication().MayUpdate()'
0x00007FF66C286D4C (Unity) StackWalker::GetCurrentCallstack
0x00007FF66C28AD01 (Unity) StackWalker::ShowCallstack
0x00007FF66A931C35 (Unity) GetStacktrace
0x00007FF66CF13EEE (Unity) DebugStringToFile
0x00007FF66CF13C02 (Unity) AssertImplementation
0x00007FF669FD2887 (Unity) PlayerLoopController::UpdateScene
0x00007FF66A562534 (Unity) EditorSceneManager::NewScene
0x00007FF669D0E2A4 (Unity) EditorSceneManagerBindings::NewScene
0x00007FF66AFA600E (Unity) EditorSceneManager_CUSTOM_NewScene_Injected
0x000002838404CB20 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.SceneManagement.EditorSceneManager:NewScene_Injected (UnityEditor.SceneManagement.NewSceneSetup,UnityEditor.SceneManagement.NewSceneMode,UnityEngine.SceneManagement.Scene&)
0x000002838404C98B (Mono JIT Code) UnityEditor.SceneManagement.EditorSceneManager:NewScene (UnityEditor.SceneManagement.NewSceneSetup,UnityEditor.SceneManagement.NewSceneMode)
0x000002838404C7E3 (Mono JIT Code) UnityEditor.SceneManagement.EditorSceneManager:NewScene (UnityEditor.SceneManagement.NewSceneSetup)
0x000002838404C3FB (Mono JIT Code) [SceneStateCleanup.cs:39] UnityEditor.Build.Utilities.SceneStateCleanup:smile:ispose (bool)
0x000002838404BE34 (Mono JIT Code) [SceneStateCleanup.cs:21] UnityEditor.Build.Utilities.SceneStateCleanup:smile:ispose ()
0x000002838016CCA6 (Mono JIT Code) [ContentPipeline.cs:141] UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[])
0x000002838015B153 (Mono JIT Code) [BuildScriptPackedMode.cs:155] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:smile:oBuild<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext)
0x00000283800FB188 (Mono JIT Code) [BuildScriptPackedMode.cs:77] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
0x00000283800F7D6D (Mono JIT Code) [BuildScriptBase.cs:81] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
0x00000283800F5FB5 (Mono JIT Code) [AddressableAssetSettings.cs:1764] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl ()
0x00000283800F5AEB (Mono JIT Code) [AddressableAssetSettings.cs:1746] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent ()
Assertion failed on expression: '!performAutorepaint || GetApplication().MayUpdate()'
0x00007FF66C286D4C (Unity) StackWalker::GetCurrentCallstack
0x00007FF66C28AD01 (Unity) StackWalker::ShowCallstack
0x00007FF66A931C35 (Unity) GetStacktrace
0x00007FF66CF13EEE (Unity) DebugStringToFile
0x00007FF66CF13C02 (Unity) AssertImplementation
0x00007FF66A95B089 (Unity) GUIView::RepaintAll
0x00007FF669FD2BE3 (Unity) PlayerLoopController::UpdateScene
0x00007FF66A562534 (Unity) EditorSceneManager::NewScene
0x00007FF669D0E2A4 (Unity) EditorSceneManagerBindings::NewScene
0x00007FF66AFA600E (Unity) EditorSceneManager_CUSTOM_NewScene_Injected
0x000002838404CB20 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.SceneManagement.EditorSceneManager:NewScene_Injected (UnityEditor.SceneManagement.NewSceneSetup,UnityEditor.SceneManagement.NewSceneMode,UnityEngine.SceneManagement.Scene&)
0x000002838404C98B (Mono JIT Code) UnityEditor.SceneManagement.EditorSceneManager:NewScene (UnityEditor.SceneManagement.NewSceneSetup,UnityEditor.SceneManagement.NewSceneMode)
0x000002838404C7E3 (Mono JIT Code) UnityEditor.SceneManagement.EditorSceneManager:NewScene (UnityEditor.SceneManagement.NewSceneSetup)
0x000002838404C3FB (Mono JIT Code) [SceneStateCleanup.cs:39] UnityEditor.Build.Utilities.SceneStateCleanup:smile:ispose (bool)
0x000002838404BE34 (Mono JIT Code) [SceneStateCleanup.cs:21] UnityEditor.Build.Utilities.SceneStateCleanup:smile:ispose ()
0x000002838016CCA6 (Mono JIT Code) [ContentPipeline.cs:141] UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[])
0x000002838015B153 (Mono JIT Code) [BuildScriptPackedMode.cs:155] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:smile:oBuild<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext)
0x00000283800FB188 (Mono JIT Code) [BuildScriptPackedMode.cs:77] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
0x00000283800F7D6D (Mono JIT Code) [BuildScriptBase.cs:81] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
0x00000283800F5FB5 (Mono JIT Code) [AddressableAssetSettings.cs:1764] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl ()
0x00000283800F5AEB (Mono JIT Code) [AddressableAssetSettings.cs:1746] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent ()
Assertion failed on expression: '!AssetInterface::Get().IsLocked()'
0x00007FF66C286D4C (Unity) StackWalker::GetCurrentCallstack
0x00007FF66C28AD01 (Unity) StackWalker::ShowCallstack
0x00007FF66A931C35 (Unity) GetStacktrace
0x00007FF66CF13EEE (Unity) DebugStringToFile
0x00007FF66CF13C02 (Unity) AssertImplementation
0x00007FF66AA3687F (Unity) VerifyAssetsForBuildTarget
0x00007FF66A9D88EE (Unity) AssetDatabase::VerifyAssetsForBuildTarget
0x00007FF66A169FF8 (Unity) DoBuildPlayer_Build
0x00007FF66A1594D2 (Unity) BuildPlayer
0x00007FF66AF73B88 (Unity) BuildPipeline::BuildPlayerInternalNoCheck
0x00007FF66AF7188E (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
0x00000283888E0803 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool)
0x00000283888DF633 (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayerInternal (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions)
0x00000283888DEA73 (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayer (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions)
0x00000283888DDE4B (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions)

Flagging with the team for their input!

1 Like

Hey Peter, I haven’t seen anything like this. Given that the stack trace this is definitely something wrong with the Editor. Would you mind filing a bug so the correct team can get this info? I don’t think this is something Addressables can fix, it’s just something our code is triggering in the engine unfortunately.

I have same issue. Were anyone able to figure it out?

Bump. I got this when using this line in 2019:

var tmpScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);

Works fine in 2020, 2021, 2022 though. Still, would be interested if someone found a fix for it.