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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

Package: Build Pipeline - Addressables

-

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

  1. 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.

Comments (2)

  1. 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/

  2. 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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