m_ThreadedObjectActivationQueue.empty() error on scene load?

When I open a certain scene in Unity I get the following error

Any ideas what it is please?

Anyone?

I have the same issue. Did you ever figure anything out?

here’s a little more detail from the editor log file:

m_ThreadedObjectActivationQueue.empty()
UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
UnityEditor.AssetDatabase:OpenAsset(Int32) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\MonoGenerated\Editor\AssetDatabase.cs:205)
UnityEditor.ObjectBrowser:OpenAssetSelection(Int32[]) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\ObjectBrowser.cs:907)
UnityEditor.ObjectBrowser:AssetTreeItemDoubleClickedCallback(Int32) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\ObjectBrowser.cs:1066)
UnityEditor.TreeView:HandleUnusedMouseEventsForNode(Rect, Node) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\GUI\TreeView\TreeView.cs:229)
UnityEditor.TreeView:OnGUI(Rect, Int32) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\GUI\TreeView\TreeView.cs:397)
UnityEditor.ObjectBrowser:OnGUI() (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\ObjectBrowser.cs:1675)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\GUI\DockArea.cs:234)
UnityEditor.HostView:Invoke(String) (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\GUI\DockArea.cs:227)
UnityEditor.DockArea:OnGUI() (at C:\BuildAgent\work\7535de4ca26c26ac\Editor\Mono\GUI\DockArea.cs:664)

I’m finding this also. Are either of you using substances in your scene?

I get it to and are using B2T substances

I’m getting the same thing with Unity 4.2 and Bitmap2Material 2.1.2 (I actually re-did all of my substance materials to test in a scene and still get the issue, to switch to this, from the 2.1.1 I was using previously). I see two of this:

m_ThreadedObjectActivationQueue.empty()  m_ThreadedObjectActivationMap.empty()

as errors. They allow the game to play still, but I’d like to know why it’s occurring. Also seeing other errors including:

m_OnDemandThreadLoadedObjects.count(heapID)

and when hitting play in the editor:

ms_IDToPointer->find (obj->GetInstanceID ()) == ms_IDToPointer->end ()

Hi

I am unable to reproduce these warning messages locally, so it’s kinda hard to debug this… Any chance of getting a minimal repro project that exhibits this behaviour ?

Thanks in advance!
Eric

I am getting these errors as well on 4.3.4f1 ( and since 4.1). It would be nice if clicking on them showed the cause of the error…which game object or shader they emanate from instead of nothing. I can submit the project if you wish.

Best Regards
Randy

Hello,

I’m getting the same errors with 4.5.2f1

m_ThreadedObjectActivationQueue.empty() && m_ThreadedObjectActivationMap.empty()
on editor and
ms_IDToPointer->find (obj->GetInstanceID ()) == ms_IDToPointer->end ()
when hit play

Any clues about this? I’m also evaluating Bitmap2Material

Hello,

I haven’t been able to reproduce this error. Can you submit a support request with the unity project?

http://www.allegorithmic.com/contact

Cheers,

Wes

I had it till I changed loaded textures to Read and Write in the import… Perhaps a console warning would cure this simple issue…if indeed that is what it is.

HTH