Hi all, i’ve been fighting this evening with a problem i have when creating a new project.
The Editor seems to be getting stuck on “Load Scripting Assemblies” and it never goes further.
I have re-installed the HUB, and the editors, tried both 2022.3.51f1 (LTS) and 6000.0.25f1 (LTS). The same behavior on both.
The only thing that makes a difference is when i create a new project while not connected to Internet (was suggested on another question). But if i close the project and re-open when i am connected to Internet the same problem will happen.
So in short i need to always create/open a project while being offline.
And because of that i’ve started looking on my firewall rules but i don’t see anything wrong there.
At this point there’s nothing else i can do but i need to find a solution for that, i’ve been looking online, can’t find anything more on this.
Why is this happening? And why is it happening when i am online? Am i missing something with opening/creating the projects when offline?
Haven’t moved further for the past half hour. I’m on the verge of switching to a different engine because at this stage all my motivation is just done with trying to fix a problem that should not be there to start with.
Same here. Project loads one day, the next it explodes. I need to load an older project to check some things for reference but “Load Scripting Assemblies” is all I get. Nothing in the editor logs, nothing to say what is going on.
You can’t just switch versions willy nilly no matter what’s been fixed. Which is also to say OP is reporting this on 6000.0.25f1 while I’m stuck on 2020.3.29f1. Most of these issues are legacy issues that just never get addressed…if they did just fix it, great, now they need to back port the fix to unF__k the years of editors prior that all still suffer from the issue heh.
Uh, I don’t think you understand how the Unity editor versioning works. .25 to .32 is a patch version change. They’re the versions you update to in order to get the fixes. There won’t be an update to .25, because .32 is the update.
You should be able to update between patch versions no problems, as that’s what they’re intended for.
It doesn’t matter how the patches work if you move to .32 and nothing loads. In my case I’m not in possession of the whole code base. I am working with a limited project as a modkit for a game. So updating, even between patches has / can / will break everything. I used to try to eek patched versions and see what the newest version I could get to work with the dev kit provided but often times it just failed.
I will note however that on the topic of “failed” I recently discovered something else. If you open a project in a editor of a different version it will warn you but should prompt to reimport and update/convert various scripts…this function does not work if certain network security is enabled and there are no errors or feedback about failures. Unity just silently does nothing and the project remains broken unless you open it in the original editor version.
That said there are bigger issues afoot. For the one project I am having the loading script assemblies issue with it’s a “I did a test build yesterday…worked fine.” Then you open it the next day and it hangs on the aforementioned error. Which is a long winded way of saying Unity is constantly corrupting or losing projects and files or just failing to work in general when the only things that have changed in the date incremented by 1 as well as the machines boot cycle.
I mean, you’re modding, so I’m not sure what you expect. It’s A: not something Unity is obliged to support, and B: against the rules to talk about on the forum. You’re in “you’re on your own” territory.
Mod talk is against the rules? WTH? Well I hate to break it to “Unity” but that’s what a lot of games do these days. Release limited projects for community modding. It’s done with Unreal engine games too.
No matter what you are doing you expect some consistency or reliabilty. If your web browser worked fine yesterday and won’t launch today is that acceptable because you “didn’t use it for the right thing.”
As a side note Unity will “explode” before I can even load the modding tools for the game. Just creating new 3D projects often results in compiler errors before the project has ever even opened. i.e. modding or working on an original project things are often broken. This is why for my own stuff I moved to Godot.
If you can’t discuss Unity issues based on what you’re using it for then I guess the forum rules are about as broken as Unity.