WeakObjectReference Stackoverflow/Deadloop

StackOverflowException: The requested operation caused a stack overflow.
  at (wrapper managed-to-native) Unity.Entities.Content.RuntimeContentManager+ProcessQueuedCommands_00001B4A$BurstDirectCall.wrapper_native_indirect_0000024D5BE48040(intptr&)
  at Unity.Entities.Content.RuntimeContentManager+ProcessQueuedCommands_00001B4A$BurstDirectCall.Invoke () [0x00016] in <ad01198786874cef9db180d6f7a317cb>:0 
  at Unity.Entities.Content.RuntimeContentManager.ProcessQueuedCommands () [0x00000] in <ad01198786874cef9db180d6f7a317cb>:0 
  at Unity.Entities.Content.RuntimeContentSystem.Update () [0x0000a] in .\Library\PackageCache\com.unity.entities@732b1f537003\Unity.Entities\Content\RuntimeContentSystem.cs:93 

After changing most of my Addressables to WeakReferenceObject for improved load performance and easier dynamic unloading, I encountered a frustrating crash.

seems to occur randomly. Loading an asset can sometimes trigger a deadlock issue, where Asset A depends on Asset B, and Asset B depends on Asset A. The crash is unpredictable, varying between builds, with different assets causing the issue each time.

To fix this crash, simply avoid referencing the .fbx mesh directly. After separating all meshes in the .fbx file into standalone mesh assets and using those in the crashing asset, the issue was resolved.

Give up .fbx is impossible you know that…

I struggled with this crash for days. I wonder if there is a tool that can identify which specific asset caused the issue.

I wanna to create a mini bug repo, but I failed.

Beside… WeakGameObjectScene is too buggy to use, Atlas broken, terrain data missing.