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Fixed
Fixed in 1.5.X
Votes
0
Found in [Package]
1.0.2
Issue ID
MTTB-1090
Regression
No
Clearable Netcode warnings thrown when building Competitive Action Multiplayer Template
*Steps to reproduce:*
1. Create new Unity project using Competitive Action Multiplayer Template
2. Open Build Profiles
3. Edit “Open Scene List” to only have “Scenes/MainMenu” scene (or any other scene)
4. Build the project
*Actual results:* Netcode warnings are thrown:
*Expected results:* No warnigns are thrown
*Reproducible with versions:* 6000.0.43f1, 6000.1.0b10, 6000.2.0a6 (Template 1.0.2)
*Can’t test with versions:* 2022.3.60f1
*Tested on (OS):* Apple M1 Max, Sequoia 15.2
*Notes:*
{code:java}
Unity.NetCode.Editor.NetcodeConfigEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new NetcodeConfigEditor.
#0 PlatformStacktrace::GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 Scripting::CreateEngineScriptableObject(ScriptingObjectPtr, ScriptingExceptionPtr*)
#3 ScriptableObject_CUSTOM_CreateScriptableObject(ScriptingBackendNativeObjectPtrOpaque*)
#4 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.ScriptableObject:CreateScriptableObject (UnityEngine.ScriptableObject)
#5 (Mono JIT Code) [ScriptableObject.bindings.cs:19] UnityEngine.ScriptableObject:.ctor ()
#6 (Mono JIT Code) [Editor.cs:421] UnityEditor.Editor:.ctor ()
#7 (Mono JIT Code) Unity.NetCode.Editor.NetcodeConfigEditor:.ctor ()
#8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
#9 mono_jit_runtime_invoke
#10 do_runtime_invoke
#11 mono_runtime_try_invoke_array
#12 ves_icall_InternalInvoke
#13 ves_icall_InternalInvoke_raw
#14 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.RuntimeConstructorInfo:InternalInvoke (System.Reflection.RuntimeConstructorInfo,object,object[],System.Exception&)
#15 (Mono JIT Code) System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
#16 (Mono JIT Code) System.RuntimeType:CreateInstanceMono (bool,bool)
#17 (Mono JIT Code) System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool)
#18 (Mono JIT Code) System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&)
#19 (Mono JIT Code) System.Activator:CreateInstance (System.Type,bool,bool)
#20 (Mono JIT Code) System.Activator:CreateInstance (System.Type,bool)
#21 (Mono JIT Code) System.Activator:CreateInstance (System.Type)
#22 (Mono JIT Code) [BuildPipelineInterfaces.cs:221] UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<T_REF> (System.Type,object&,System.Collections.Generic.List`1<T_REF>&)
#23 (Mono JIT Code) [BuildPipelineInterfaces.cs:288] UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks)
#24 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int (object,intptr,intptr,intptr)
#25 mono_jit_runtime_invoke
#26 do_runtime_invoke
#27 mono_runtime_invoke
#28 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#29 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#30 Scripting::UnityEditor::Build::BuildPipelineInterfacesProxy::InitializeBuildCallbacks(int, ScriptingExceptionPtr*)
#31 BuildPlayer(BuildPlayerSetup const&, BuildReporting::BuildReport&)
#32 BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(ScriptingBackendNativeArrayPtrOpaque*, BindingsManagedSpan*, BindingsManagedSpan*, BuildTargetPlatformGroup, BuildTargetPlatform, int, BuildPlayerOptions, ScriptingBackendNativeArrayPtrOpaque*, unsigned char)
#33 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck_Injected (string[],UnityEngine.Bindings.ManagedSpanWrapper&,UnityEngine.Bindings.ManagedSpanWrapper&,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
#34 (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
#35 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:169] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
#36 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:96] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
#37 (Mono JIT Code) [BuildProfileModuleUtil.cs:207] UnityEditor.Build.Profile.BuildProfileModuleUtil:CallInternalBuildMethods (bool,UnityEditor.BuildOptions)
#38 (Mono JIT Code) [BuildProfileWindow.cs:498] UnityEditor.Build.Profile.BuildProfileWindow/<>c__DisplayClass41_0:<OnBuildButtonClicked>b__0 ()
#39 (Mono JIT Code) [EditorApplication.cs:399] UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
#40 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
#41 mono_jit_runtime_invoke
#42 do_runtime_invoke
#43 mono_runtime_invoke
#44 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#45 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#46 Scripting::UnityEditor::EditorApplicationProxy::Internal_CallDelayFunctions(ScriptingExceptionPtr*)
#47 Application::TickTimer()
#48 -[EditorApplication onEditorUpdatesTickTimer]
#49 __NSFireTimer
#50 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#51 __CFRunLoopDoTimer
#52 __CFRunLoopDoTimers
#53 __CFRunLoopRun
#54 CFRunLoopRunSpecific
#55 RunCurrentEventLoopInMode
#56 ReceiveNextEventCommon
#57 _BlockUntilNextEventMatchingListInModeWithFilter
#58 _DPSNextEvent
#59 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#60 -[NSApplication run]
#61 NSApplicationMain
#62 EditorMain(int, char const**)
#63 main
#64 start
{code}
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