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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)
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 (2)
-
kent_omichi
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; -
liber-unity
May 15, 2018 08:15
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This is a duplicate of issue #986673