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Fixed in 2022.1.X

Fixed in 2021.2.X



Found in



Issue ID




Crash on OnDemandScheduler::SetStandbyWorkerCount when opening a project with a symbolic link in it

Asset Import Pipeline


How to reproduce:
1. Create a new project
2. Create e.g. a text file outside of your projects directory
3. Use the file from outside the projects directory and drop it as a symbolic link in the project's assets
4. Open the project and observe the crash

Reproducible with: 2021.2.0b14, 2022.1.0a9, 2022.1.0a12
Not reproducible with: 2019.4.31f1, 2020.3.20f1, 2021.1.24f1, 2021.2.0b13, 2022.1.0a8

First lines of the stack trace:
0x00007ff762cbfee1 (Unity) OnDemandScheduler::SetStandbyWorkerCount
0x00007ff762c8797a (Unity) RefreshSettings
0x00007ff762c9f88f (Unity) <lambda_283f97c31f4e30d8552a28501eddf336>::operator()
0x00007ff762cd9561 (Unity) LMDB_Transaction::Run
0x00007ff762cd9904 (Unity) SourceAssetDBWriteTxn::Run
0x00007ff762cae8bf (Unity) SourceAssetScanner::Refresh

1. You can use Link Shell Extension as software to reproduce the issue or do it manually in terminal

  1. Response avatar

    Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0a14

  2. Response avatar

    Resolution Note (fix version 2021.2):

    Fixed in 2021.2.4f1

Comments (6)

  1. 80a599436dc7b0f15d6617c7c00217f9?d=mm


    Nov 16, 2021 21:54

    This is very important for multiplayer testing, especially considering the official Netcode documentation recommends ParellSync as the primary way to test:

  2. F94204ef0e70b23ad7653348b1e9e3c2?d=mm


    Nov 15, 2021 10:08

    For people struggling with the issue and wondering - the given above workaround will NOT disable live refresh of assets. So even if you check:

    Preferences > Asset Pipeline > Directory Monitoring (Disable this)

    It will still re-load changed assets on the fly

  3. Cbaeb52a5eb546b3f446739fc2e16d0f?d=mm


    Nov 03, 2021 19:51

    A work around. Preferences > Asset Pipeline > Directory Monitoring (Disable this)

  4. E33f301da0277e2fb3413fda56efc5cf?d=mm


    Nov 03, 2021 19:38

    +1 for this breaking my workflow for testing multiplayer games. Really would appreciate this being added to 2021.2 soon, as otherwise I'll have to drop back to 2021.1 until it is.

  5. 309d3400f0283d7b1566b1eee31c1a40?d=mm


    Nov 03, 2021 12:12

    I am using symlinks to test multiplayer games in multiple editors, this bug destroys my workflow

  6. Cbaeb52a5eb546b3f446739fc2e16d0f?d=mm


    Nov 02, 2021 22:43

    This crash is preventing Clones (from UnityProjectCloner for example) from working, which makes this bug a huge pita to exist.

    Exists in 2021.2.0f.

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