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Won't Fix
Votes
0
Found in [Package]
1.11.2
Issue ID
ADDR-1687
Regression
No
[Addressables] Loading an asset asynchronously after SceneManager.LoadSceneAsync gets called never finishes
How to reproduce:
1. Open the user's attached project ("AddressablesBug.zip")
2. In the Addressables Groups window change something in an addressable prefab
3. Then select Build > Clean Build > All
4. Build and Run
5. Click the "Load" button
Expected results: Both in the Editor and in the Build when calling LoadAssetAsync<> in an async method when SceneManager.LoadSceneAsync was called before both the scene and the asset is loaded
Actual results: The scene keeps loading forever
Reproducible with: Adressables 1.8.5 - 1.16.15 (2019.4.17, 2020.1.17, 2020.2.1f1, 2021.1.0b1)
Could not test with: 2018.4.30f1 (Errors downgrading)
Note: reproduces both with Mono and IL2CPP
-
ComradeVanti
May 03, 2022 06:53
I have made a forum post about this for anyone coming across this issue:
https://forum.unity.com/threads/addressables-async-load-freezes-when-using-task-result.1276199/ -
onehundredfeet
May 19, 2021 19:19
This is happening to me and I am at a total loss on how to solve it.
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Resolution Note:
We're unable to resolve the issue here. The PersistentManager in the Editor handles async operations in such a way that if one is blocked, subsequent async calls cannot complete until the blocked one is allowed to complete.