I keep getting these errors:
m_SceneHandle != NULL
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
System.MulticastDelegate:invoke_void()
[/Users/unity-build/Desktop/automatic-build-2/unity/Projects/../Runtime/Filters/Renderer.cpp line 185]
AND
completePath.find (File::GetCurrentDirectory ()) != 0
does anyone know why this happens?
im quite surprised nobody knows about this…? please help unity developers…
i think this is because im using multithreading with c# api, how im supposed to do multithreading in unity? because unity api doesnt allow us to make a background process i supposed…?
None of the Unity API is thread-safe, if I understand your question.
–Eric
yeah, u got it right, but then, is there anyway to run something in the background i.e. calling external dll to process some data, while keeping unity gameplay running? thanks anyway for your answer.
hm, what i understand is Coroutine can only delay execution, but its not multithreading, so even if I put my dll procedure in the coroutine, the game will pause until the dll is finished, anyway, I found a thread discussing unity multithreading:
http://forum.unity3d.com/viewtopic.php?t=18469&postdays=0&postorder=asc&start=0
seems like I must do a work around to do the multithreading process in unity… thanks anyway!