the bug is fixed in unity2019.1.7f1, 2019.2.1
i think you forget merge the patch to unity 2017
The is is in 2017.4.19f1
I just tested it In Unity 2017.4.19, the bug is not fixed!
with below code, you will reproduct it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class ReproduceBug
{
[MenuItem("BUG/ProductBug")]
static void Test()
{
for (int i = 0; i < 1200; i++)
{
string str = "using UnityEngine; public class XXX" + i.ToString() + ": MonoBehaviour{}";
File.WriteAllText(Application.dataPath + "/XXX" + i.ToString() + ".cs", str);
}
AssetDatabase.Refresh();
}
}
Could you please file a bug report
hi, i have filed a bug report:
(Case 1181898) Assertion failed: Failed to insert item. Name: XXX973, Command: SCRIPT3218
This is actually fixed in 2017.4.34f1, you can find it here: Unity 2017.4.34
āScripting: Fixed Produce a warning and prevent warnings spamming when trying to insert menu item when the insertion limit is reached. (1181898, 1187861)ā
Actually, oddly enough, Iām getting this same issue in 2020.3 when using Addressables package.
Weāre still seeing this issue aswell in Unity 2020.3.11. The code posted above to reproduce the bug also still works for this.
Iāve sent in a new bugreport: (Case 1343433) āFailed to insert itemā warnings logged with many components in project
Edit:
The issue has been added to the public issuetracker: Unity Issue Tracker - Multiple "Failed to insert item" warnings are logged when amount of inserted items exceeds 1000
Hello,
So me and my friend are trying to make a game together (share and edit the same project at the same time).
Everything that we did went smoothly but when my friend publishes a project in our organisation and I download and open it, it only transfers scripts, no elements or items. An error message appears which says: āFailed to insert item. Invalid menu handle.ā
Please, if someone knows how to fix this problem let me know and contact me on my e-mail pivachd@gmail.com
Thank you and good bye!
Niko Pivac
2019.4
Seeing more of this on a freshly installed Unity Hub + Unity 2021.3.8f1 LTS after it first popping up. Temporary Unity download folder deleted and all Unity-related folders removed from /AppData prior to the reinstall.
Iām getting all the fun stuff, from āfailed to add separatorā to āFailed to insert item. Invalid menu handle.ā
I also have that cool bug where where almost every running application window pops up; from GHub and iCue to Discord and Settings, as well as applications that donāt really have UIs and so only some title bars appear. I have to relog the OS user account to clear it all out or I would be tediously closing stuff from the Task Manager for like 15 minutes.
Generally when this happens, the Editor becomes completely useless and stops reacting to any input events; No drop down menus, tabbed windows donāt switch when clicked on, etc., so I just alt-F4 is as even the Close/X button doesnāt respond. I tried this is the current 2022.2.0b6 Beta as well, and was running into the same issuesā¦ which was very odd.
Keep in mind, all of this happened with a new blank 3D project.
I will post if I find some sort of solution unless it just starts working again for whatever reason.
Thatās strange. Have you filled any bug reports? Do you have a log file from when this happened?
I have yet to do as I want to make sure Iām not doing anything stupid on my end for some reason But Iām getting closer to doing so.
I seem to be seeing something reported in [another thread ]( https://discussions.unity.com/t/505901 page-2#post-8408379)as well, my post with an excerpt of the Editor.log shown. I kept seeing this after Revo uninstalling then reinstalling Unity as well; Registry and AppData wiped prior to install.
I have not specifically set any additional logging outside of default, but if a default log has it, I should be able to get one from one of these two issues pretty easily. Sorry, never submitted one on here before manually, just once on a crash, which isnāt happening with these 2 issues Iām having.
Let me know about the logs, or link me on what to do if anything, and Iāll get you anything needed
Going to give Alpha a shot in the meantime. If I still have issues I have to assume itās something local going on; Then on to figure that out.
trying to make a VR game and finding the same error. i am using the unity version 2022.1.15ft.
closing and reopening works but it comes back up again. does anybody know how to fix?
Iām just curious; Are you trying this with an existing project only?
Have you tried with something like a new blank 3D project?
Iām working on VR/XR myself, but before any of that is involved, before any package imported, these issues pop up from simply going around menus and preferences, change tabs, etc. Iām getting this issue from completely new projects before anything is even ādoneā to the project.
Iām wondering if thatās the same case for you, or if it seems project specific.
I installed 2023.1.0a6.754, created a new 3D project in my user folder, opened the package manager, selected Engineering, Clicked the āRemoveā button, and received the error:
Error displaying dialog: The current process has used all of its system allowance of handles for Window Manager objects.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
After this point, the menus showed a highlight on mouse over, but there was no dropdown menu when clicked (File, Edit, etc.).
I then clicked the Package Manager Tab and dragged it down and to the left, which then gave me this in the console:
UnityException: Win32 could not create GUI view becasue CreateWindowEx failed with message: The operation completed successfully.
UnityEditor.GUIView.SetWindow (UnityEditor.ContainerWindow win) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.View.SetWindowRecurse (UnityEditor.ContainerWindow win) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.ContainerWindow.set_rootView (UnityEditor.View value) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.PaneDragTab.Show (UnityEngine.Rect pixelPos, UnityEngine.GUIContent content, UnityEngine.Vector2 viewSize, UnityEngine.Vector2 mouseScreenPosition) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.DockArea.DragTab (UnityEngine.Rect tabAreaRect, System.Single scrollOffset, UnityEngine.GUIStyle tabStyle, UnityEngine.GUIStyle firstTabStyle) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.DockArea.DrawTabs (UnityEngine.Rect tabAreaRect) (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEditor.DockArea.OldOnGUI () (at <1e70ef17bec74538be72c6474de528c4>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <e0e2776ee0dc49a2b4913c60438f7b39>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <ec2c82f195a443ac96f36c6a81d3dd8b>:0)
along with,
!m_View
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
which seemed to alternate one to the other, over and over, about 79 times combined.
Any ideas, anyone?
same error in version 2021.3.6f1 LTS
The error occurs on any version I use even if itās a new project. I can click around a little big and it either wonāt let me click anything and shows errors, or the UI just breaks and I close unity, where it should show Save or Donāt save buttons, only to show nothing and unity completely freezes.
Looks like exactly what Iām seeing, and happening on any version as well, at least back to 2019s.
After some of the errors mentioning using up all available objects, I turned on the User Objects column from Details in Task Managerā¦
Here the new, blank 3D project is prior to clicking or interacting with the editor at all:
After some clicking around in the package manager, but not installing or removing anything, when the āfailed to insertā stuff starts, this is what it looks like:
Yeaā¦ thatās no good. And again, this is a new, unmodified 3D project on 2021.3.9f1, but I get the same basic things on ALL versions that are currently on the hub from 2019+.