Bug: Behavior with Bootstrapper (response to jhmaverick)

Hey @jhmaverick,

You posted on a different thread which is now locked so I moved the thread here. Original post:

I’ve investigated it and as you found out, the bootstrapper modifies the isPlaying parameter which I believe interacts badly with RuntimeBlackboardAsset because UnityEditor.EditorApplication.isPlaying is now false. I’m looking to see if there is an alternative way to handle the situation for RuntimeBlackboardAsset in this case, this will unfortunately not be out today.

Hi, @ShaneeNishry,

No problem! After I commented out those lines, it’s working fine for me. I decided to report it because it might happen to other people using a script with similar behavior.

Thank you for your attention.

Hi jhmaverick,

Thanks for reporting the bug, we have created a public issue for it (should be visible in a few days): https://issuetracker.unity3d.com/product/unity/issues/guid/BEHAVB-9

BootStrapSceneLoader.cs (842 Bytes)
You could just use this very simple version that just makes sure the Bootstrapper scene is loaded no matter which scene you have opened in the editor.
The comment above the OnFirstLoad method is a bit quirky since I pulled this from here and modified it to just handle the initial loading of the Bootstrapper.

I tried using the script, but since I’m using VContainer, I get a lot of errors until the bootstrap scene is loaded. I think opening the scene during ExitingEditMode is still the best option.

SceneBootstrapper.cs (6.3 KB)
Could you try this modified version of the SceneBootstrapper and let me know if it resolves your issues?
(It seems to resolve the issues regarding the replication steps but just making sure)

With this script, it worked perfectly.

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