When I switch scene, the scene won’t load itself but load the backup from Temp directory.
And I don’t know if this is the reason, but my Unity Editor crash few seconds after when I hit play.
(Crash only happen in this scene that is backuped.)
Below is the Editor.log. (I attached the comprehensive log)
Please help me. I couldn’t find the solution for 5 days now.
Loaded scene ‘Assets/_Scenes/MainGame.unity’
Deserialize: 17.806 ms
Integration: 384.321 ms
Integration of assets: 0.787 ms
Thread Wait Time: 23.124 ms
Total Operation Time: 426.038 ms
Unloading 479 unused Assets / (18.0 MB). Loaded Objects now: 30814.
Memory consumption went from 1.01 GB to 0.99 GB.
Total: 103.479084 ms (FindLiveObjects: 1.137834 ms CreateObjectMapping: 0.469834 ms MarkObjects: 100.918208 ms DeleteObjects: 0.952709 ms)
[Licensing::Client] Successfully resolved entitlement details
[remote] Dropped touch events: 1
Unloading 10 Unused Serialized files (Serialized files now loaded: 0)
MainUI Disable
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, BindingsManagedSpan*, void*)
#3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
#4 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
#5 (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
#6 (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
#7 (Mono JIT Code) [Debug.bindings.cs:102] UnityEngine.Debug:Log (object)
#8 (Mono JIT Code) [MainUI.cs:146] MainUI:OnDisable ()
#9 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
#10 mono_jit_runtime_invoke
#11 do_runtime_invoke
#12 mono_runtime_invoke
#13 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#14 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#15 ScriptingInvocation::InvokeChecked(ScriptingExceptionPtr*)
#16 SerializableManagedRef::CallMethod(Object&, ScriptingMethodPtr)
#17 MonoBehaviour::RemoveFromManager()
#18 GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&)
#19 GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&)
#20 GameObject::ActivateAwakeRecursively(DeactivateOperation)
#21 GameObject:eactivate(DeactivateOperation)
#22 DestroyObjectHighLevel_Internal(Object*, bool)
#23 DestroyObjectHighLevel(Object*, bool)
#24 UnloadGameScene()
#25 SingleSceneLoadPre()
#26 LoadSceneOperation::IntegrateMainThread()
#27 PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
#28 PreloadManager::UpdatePreloading()
#29 InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingRegistrator::Forward()
#30 ExecutePlayerLoop(NativePlayerLoopSystem*)
#31 ExecutePlayerLoop(NativePlayerLoopSystem*)
#32 PlayerLoop()
#33 EditorPlayerLoop::Execute()
#34 PlayerLoopController::InternalUpdateScene(bool, bool)
#35 PlayerLoopController::UpdateSceneIfNeededFromMainLoop()
#36 Application::TickTimer()
#37 -[EditorApplication onEditorUpdatesTickTimer]
#38 __NSFireTimer
#39 CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION
#40 __CFRunLoopDoTimer
#41 __CFRunLoopDoTimers
#42 __CFRunLoopRun
#43 CFRunLoopRunSpecific
#44 RunCurrentEventLoopInMode
#45 ReceiveNextEventCommon
#46 _BlockUntilNextEventMatchingListInModeWithFilter
#47 DPSNextEvent
#48 -[NSApplication(NSEventRouting) nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#49 -[NSApplication run]
#50 NSApplicationMain
#51 EditorMain(int, char const**)
#52 main
#53 start
UnloadTime: 7.974125 ms
ShowTooltipUI : EditTargetTownObjectTooltip
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, BindingsManagedSpan*, void*)
#3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log_Injected (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Bindings.ManagedSpanWrapper&,intptr)
#4 (Mono JIT Code) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
#5 (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
#6 (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
#7 (Mono JIT Code) [Debug.bindings.cs:102] UnityEngine.Debug:Log (object)
#8 (Mono JIT Code) [UIManager.cs:237] UIManager:ShowTooltipUI<T_REF> (string)
#9 (Mono JIT Code) [TownEditModeManager.cs:61] TownEditModeManager:Awake ()
#10 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this (object,intptr,intptr,intptr)
#11 mono_jit_runtime_invoke
#12 do_runtime_invoke
#13 mono_runtime_invoke
#14 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#15 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#16 ScriptingInvocation::InvokeChecked(ScriptingExceptionPtr*)
#17 SerializableManagedRef::CallMethod(Object&, ScriptingMethodPtr)
#18 MonoBehaviour::CallAwake()
#19 MonoBehaviour::AddToManager()
#20 AwakeFromLoadQueue::InvokePersistentManagerAwake(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode, bool)
#21 AwakeFromLoadQueue::PersistentManagerSingleQueueAwakeFromLoad(int, AwakeFromLoadMode)
#22 AwakeFromLoadQueue::PersistentManagerAwakeFromLoad_NoChecks(AwakeFromLoadMode)
#23 LoadSceneOperation::CompleteAwakeSequence()
#24 LoadSceneOperation::IntegrateMainThread()
#25 PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
#26 PreloadManager::UpdatePreloading()
#27 InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingRegistrator::Forward()
#28 ExecutePlayerLoop(NativePlayerLoopSystem*)
#29 ExecutePlayerLoop(NativePlayerLoopSystem*)
#30 PlayerLoop()
#31 EditorPlayerLoop::Execute()
#32 PlayerLoopController::InternalUpdateScene(bool, bool)
#33 PlayerLoopController::UpdateSceneIfNeededFromMainLoop()
#34 Application::TickTimer()
#35 -[EditorApplication onEditorUpdatesTickTimer]
#36 __NSFireTimer
#37 CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION
#38 __CFRunLoopDoTimer
#39 __CFRunLoopDoTimers
#40 __CFRunLoopRun
#41 CFRunLoopRunSpecific
#42 RunCurrentEventLoopInMode
#43 ReceiveNextEventCommon
#44 _BlockUntilNextEventMatchingListInModeWithFilter
#45 _DPSNextEvent
#46 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#47 -[NSApplication run]
#48 NSApplicationMain
#49 EditorMain(int, char const**)
#50 main
#51 start
Loaded scene ‘Temp/__Backupscenes/0.backup’
Deserialize: 4.746 ms
Integration: 263.502 ms
Integration of assets: 0.091 ms
Thread Wait Time: 10.698 ms
Total Operation Time: 279.037 ms
NullReferenceException: Object reference not set to an instance of an object
at TownManager.LocalToCell (UnityEngine.Vector3 localPosition) [0x00000] in /Users/hongin/Projects/hoosik-game/Assets/_Assets/Scripts/Managers/HoosigiTown/TownManager.cs:159
at TownObject.get_Area () [0x0002d] in /Users/hongin/Projects/hoosik-game/Assets/_Assets/Scripts/Controllers/HoosigiTown/TownObject.cs:30
at TownManager.SpawnAllTownObject () [0x0007f] in /Users/hongin/Projects/hoosik-game/Assets/_Assets/Scripts/Managers/HoosigiTown/TownManager.cs:194
at TownManager.Start () [0x00000] in /Users/hongin/Projects/hoosik-game/Assets/_Assets/Scripts/Managers/HoosigiTown/TownManager.cs:65
(Filename: Assets/_Assets/Scripts/Controllers/HoosigiTown/TownObject.cs Line: 30)
Unloading 58 unused Assets / (26.1 KB). Loaded Objects now: 29811.
Memory consumption went from 0.93 GB to 0.93 GB.
Total: 99.364042 ms (FindLiveObjects: 0.940333 ms CreateObjectMapping: 0.331750 ms MarkObjects: 97.973834 ms DeleteObjects: 0.117750 ms)
9856554–1419534–Editor.txt (1.43 MB)