Audio Listeners broken, TextAsset discrepancies after upgrading from 2018.4 (and other minor issues)

Upgraded my project to 2019.3b8 from 2018.4r8 yesterday. Most “buggy” thing I noticed was that all my Audio Listener components went missing and I had to re-attach all of them. (both in scenes and prefabs)

I was fortunately aware of an issue where .txt files loaded as TextAsset resources give different .bytes data in 2019 than 2018, but this issue might have caused me several days of frustration if I didn’t. The solution is to change the extension from .txt to .bytes (it can still be loaded as a TextAsset).

Other minor things I’ve noticed so far:

  • Entering playmode takes substantially LONGER than it did in 2018.4. However, when I turn the experimental play mode options on it’s lighting fast.
  • Project uses Firebase/Admob and had some problems doing a Play Services Resolve. Half-way solved by restarting my PC, and then console complained about no JAVA_PATH or something so I had to add it to my Windows system variables (I used the path to Unity’s internal OpenJDK folder, which can be obtained easily from the Preferences > External Tools > Android section just by unchecking the box, copy-paste, re-checking.
  • For some reason, my render textures flashed cyan blue the first frame they were used in play mode, but only first time I played my project? Or maybe I inadvertently fixed it by restarting my pc or Unity? Will post back if this issue resurfaces
  • I had to go through some of my plugins/scripts and manually change “using Unity.Experimental.UIElements” to “Unity.UIElements”. It would be nice if Unity changed that automatically.
  • The popular UniRx plugin was throwing some errors so I re-imported the latest version from the asset store. Still some errors but resolved by changing “using Unity.Experimental.LowLevel” to “using Unity.LowLevel”, and also had to set the UniRx assembly Async dependency manually.
  • Cloud Build fails after the upgrade, something about:
    error: UnityFramework has conflicting provisioning settings. UnityFramework is automatically signed, but provisioning profile XXX - Associated Domains has been manually specified. Might be something to do with the Universal Deeplink plugin. Will post back when I know more.

I think that it is related to asynchronous shader compilation. It is enabled by default and you can disable it:

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Think I figured this one out. At the time I’m doing this the latest Unity version that can be targeted on Cloud Build is 2019.3b7, and I there’s this in the 2019.3b8 release notes:

iOS: Automatically Sign setting in Editor and Xcode project is now in Sync, and the default Automatically Sign setting in Editor is now set to False. (https://unity3d.com/unity/beta/2019.3.0b8 )

So I guess I just need to wait for UCB to make 2019.3b8 available.

Thanks for bug hunting! :slight_smile: Here is some general advice on the post that could perhaps help you and Unity staff to save some time (minimize back and forth questions on different issues).

Unity Technologies don’t want us to bundle issues in one thread:

If you want this to be more than a “for your interest” post and want Unity to take action on those points, I think you should submit bug-reports for those issues. I’m not trying to say they’re not going to respond, but it’s much more likely to get fixed if they have a bug-report in their system.

If you find regressions and bugs in general, please submit a bug-report as described in this document:

It’s important that you report these issues together with a reproduction project if you want them to get fixed. If you don’t do it, it might be a long time until someone else reports them or until Unity Technologies find them.

After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.