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Duplicate

Votes

47

Found in

2017.3.0f3

Issue ID

1014127

Regression

Yes

"Cancelling DisplayDialog.." error is being thrown when entering the play mode after AssetBundle.Unload(false)

Asset Bundles

-

To reproduce:
1. Open user's attached project
2. Switch platform to iOS or PC
3. In the menu bar press Project -> AssetBundle
4. Enter play mode and inspect the console

Note: If you can't reproduce the error try reproducing it few times.

Expected result: No errors should be thrown, asset bundle is loaded successfully
Actual result: "Cancelling DisplayDialog because it was run from a thread that is not the main thread: Opening file failed"
^ error is being thrown

Reproduced with: Unity 2017.1.3p2, 2017.2.1p4, 2017.3.1p3, 2018.1.0b11, 2018.2.0a4

Note: Reproduced with iOS and PC platforms but wasn't able to reproduce with Android platform. Also, commenting AssetBundle.Unload(false) in App.cs seems to fix the issue.

Comments (5)

  1. 360710265e5c7ba4ecf1e526d6193ffa?d=mm

    Antoniacummins

    Apr 09, 2019 10:10

    I've the equal problem, however we use a unique home-made package device within the editor for all our assets at some point of improvement. So i get it within the editor for ~2 hundred object when I try to build our property database. I tried purging the whole thing and reinstalling harmony, no good fortune. If anybody have any concept, please proportion!
    https://24hwritemyessay.com/assignment-help-online

  2. 6606c89142c6190307da63d3741b83ae?d=mm

    mayihelpyou070

    Mar 28, 2019 09:13

    hello, thanks for this information is helpful for me, https://windowsclassroom.com/clear-cache-internet-explorer/ clear cache in ie is also helped me to solve my problem related to this topic.

  3. 6606c89142c6190307da63d3741b83ae?d=mm

    mayihelpyou070

    Mar 28, 2019 09:10

    hello

  4. Dab0f761661a425f0c52b7aed6167e1e?d=mm

    19850510

    May 16, 2018 10:41

    Not sure its helpful or not though I fixed by replacing syncload method with asyncload.
    The cause was calling assetbundle.load() in coroutine. Unity somehow changed coroutine behaviour that coroutine won't wait sync job to be done anymore so if you put assetbundle.load() in corouitne change to below. That fixed the problem in my case.

    //Unity will wait AsyncJob to be done
    AssetBundleRequest request = AssetBundle.LoadAllAssetsAsync();
    yield return request;

    or

    //Unity will wait AsyncJob to be done
    AssetBundleRequest request = unityAssetBundle.LoadAssetAsync("your asset name");
    yield return request;

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