Unity freezing on load map

Or, it’s not exactly freezing, but it creates 90 threads and uses 25% of CPU, and blocks interface control and doesn’t load the map or it doesn’t display it anyway.
Everything was working correctly yesterday, then today I open it et voilá.
Any idea what this can be?
It doesn’t happen with all maps, only with some.
I use PlayMaker. Could it be that PlayMaker creates neverending loops somehow, and locks down everything?
It’s not a problem of memory, there’s plenty.

Define map? is this a custom map your creating like a tile engine? or just a unity scene? and check for logic that could be causing a infinite loop.

I tried to just open different scenes. Seems like smalelr scenes are ok, they open in a couple seconds, but when I hit 8000 and more objects, Unity locks down.
Here is the editor log. Can anybody please help? I’m locked down and I thin this may be a Unity bug.

LICENSE SYSTEM [2016528 3:35:28] No start/stop license dates set

LICENSE SYSTEM [2016528 3:35:28] Next license update check is after 2016-05-13T19:52:54

Built from ‘5.4/release’ branch; Version is ‘5.4.0b17 (a34abf3bb95e) revision 10701503’; Using compiler version ‘160040219’
OS: ‘Windows 7 Service Pack 1 (6.1.7601) 64bit’ Language: ‘en’ Physical Memory: 16331 MB
BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 0
Initialize mono
Mono path[0] = ‘C:/Program Files/Unity 5.4.0b17/Editor/Data/Managed’
Mono path[1] = ‘C:/Program Files/Unity 5.4.0b17/Editor/Data/Mono/lib/mono/2.0’
Mono path[2] = ‘C:/Program Files/Unity 5.4.0b17/Editor/Data/UnityScript’
Mono config path = ‘C:/Program Files/Unity 5.4.0b17/Editor/Data/Mono/etc’
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56688
IsTimeToCheckForNewEditor: Update time 1464400512 current 1464399330
C:/Users/Outsider/Documents/Unity/SR_U5
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Loading Asset Database…0.016130 seconds
Audio: FMOD Profiler initialized on port 54900
AssetDatabase consistency checks…0.027261 seconds
Initialize engine version: 5.4.0b17 (a34abf3bb95e)
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GfxDevice: creating device client; threaded=1
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OnLevelWasLoaded was found on PlayMakerFSM
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.onSceneLoaded instead to get notifications after scene loading has completed

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Total: 24.558983 ms (FindLiveObjects: 0.449293 ms CreateObjectMapping: 0.100052 ms MarkObjects: 23.919024 ms DeleteObjects: 0.088348 ms)

Opening scene ‘Assets/SR/MAPS/ZZZ_E_Calenda.unity’
Load scene ‘Assets/SR/MAPS/ZZZ_E_Calenda.unity’ time: 0.010194 ms
Unloading 19 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 97.5 MB.
System memory in use after: 97.9 MB.

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 5799.
Total: 16.073380 ms (FindLiveObjects: 0.377557 ms CreateObjectMapping: 0.089481 ms MarkObjects: 15.540267 ms DeleteObjects: 0.064939 ms)

Opening scene ‘Assets/SR/MAPS/ZZZ_Doors.unity’
Load scene ‘Assets/SR/MAPS/ZZZ_Doors.unity’ time: 0.009816 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 98.7 MB.
System memory in use after: 98.0 MB.

Unloading 128 unused Assets to reduce memory usage. Loaded Objects now: 5037.
Total: 9.967518 ms (FindLiveObjects: 0.340179 ms CreateObjectMapping: 0.085705 ms MarkObjects: 9.234679 ms DeleteObjects: 0.306199 ms)

Opening scene ‘Assets/SR/MAPS/ZZZ_Character.unity’
Load scene ‘Assets/SR/MAPS/ZZZ_Character.unity’ time: 0.006418 ms
Unloading 27 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 83.5 MB.
System memory in use after: 83.6 MB.

Unloading 146 unused Assets to reduce memory usage. Loaded Objects now: 4647.
Total: 9.039482 ms (FindLiveObjects: 0.322056 ms CreateObjectMapping: 0.079664 ms MarkObjects: 8.485227 ms DeleteObjects: 0.151778 ms)

Opening scene ‘Assets/SR/MAPS/0350.unity’
Load scene ‘Assets/SR/MAPS/0350.unity’ time: 0.006418 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 114.4 MB.
System memory in use after: 114.8 MB.

Unloading 8 unused Assets to reduce memory usage. Loaded Objects now: 7482.
Total: 15.750944 ms (FindLiveObjects: 0.528202 ms CreateObjectMapping: 0.106093 ms MarkObjects: 15.066810 ms DeleteObjects: 0.048327 ms)

Hi, thanks for answer.
I’ll dig into that right now, but until I don’t run the scene, how can I have a neverending loop?.

Meanwhile, little info more: the map actually gets loaded: I can see the components in the scene panel, everything is there.
So the lock happens after the scene is loaded.

And another important hint: the lock DOESN’T always happen on the same map.
It’s actually erratic. It can lock after I load 3 maps or 5, or even 6, or it can lock when I try to load another map after having just opened the project.
So much possibly it’s not a component in the map that runs Unity crazy.

OK so I tried this: I selected all the scenes in my project and exported them as a package.
I made a new, empty project and imported the package.
The problem disappeared.
I can’t really imagine what could cause such a strange problem, I can’t recall I installed any editor script, I didn’t update PlayMaker or anything else. Very strange.

It’s hard to tell but maybe used too much memory? The scene camera might be trying to render with no culling ? It also seems like when there opening unity scenes there stacking? Need a unity dev to take a look definitely odd

I submitted a bug report with the whole scene.