LoadLevelAsync m_ThreadCheck error

Hi, I have seen various posts on this. Sorry about posting on the subject again but couldn’t find an official answer.

( this may also because I am not looking in the right place. Im sure this is on a list of known bugs somewhere )


The bug is this:
Any use of LoadLevelAsync, including the example script in the documentation for LoadLevelAsync, produces this error message (twice):

m_ThreadCheck !Thread::EqualsCurrentThreadID(m_ThreadID)

Here is the code (from the Unity documentation for LoadLevelAsync) that causes this error message:

function Start ()
{
// Load the level named "MyBigLevel".
var async : AsyncOperation = Application.LoadLevelAsync ("MyBigLevel");
yield async;
Debug.Log ("Loading complete");
}

I am running windows 7 Ultimate on an iMac running bootcamp.[/code]

I am using this and works fine, no errors at all

I haven’t had an official answer either. I’ve been told that it’s caused by a bug in Mono and that it will (automatically) be fixed in 3.0 because of the Mono upgrade that entails. That’s from other users though, not an official response.

I have emailed Graham a couple of times because he was helping me get past this problem, but I haven’t had any reply from him. It’s summer, so perhaps he’s away on holiday. If and when I get onto 3.0 and I can confirm whether the bug is fixed, I’ll be happy to report back.

I do get the exact same error and it is always two identical in a row, so I’m sure I’m getting the same bug as you. I’m on Vista though, so it’s not exclusive to Windows 7. It seems not to happen on Mac though, from what I’ve been told. Can’t confirm that for certain ATM either.

Same problem here. On both XP and Vista. Tested
on two different machines.

Same problem here using Unity 2.6.1 on Windows 7.

If I load a scene already containing a camera I get the following error in the console:

m_ThreadCheck !Thread::EqualsCurrentThreadID(m_ThreadID)
m_ThreadCheck !Thread::EqualsCurrentThreadID(m_ThreadID)

If I load a scene without a camera I get no error.

As noted above, this bug is confirmed fixed in Unity 3.0.