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Fixed in 2022.1.X
Fixed in 2021.2.X
Votes
42
Found in
2021.2.0b14
2022.1.0a9
Issue ID
1370389
Regression
Yes
Crash on OnDemandScheduler::SetStandbyWorkerCount when opening a project with a symbolic link in it
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
Note:
1. You can use Link Shell Extension as software to reproduce the issue or do it manually in terminal
Comments (9)
-
prince2250666
Jun 10, 2025 20:05
Thank you for your answer
-
poojapandit
Apr 27, 2023 06:34
this is really good it will help me a lot. Thanks
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e_Zinc
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: https://docs-multiplayer.unity3d.com/docs/tutorials/testing/testing_locally#parrelsync
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shelim
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
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VincentGrubbs
Nov 03, 2021 19:51
https://github.com/VeriorPies/ParrelSync/issues/61#issuecomment-955798778
A work around. Preferences > Asset Pipeline > Directory Monitoring (Disable this)
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Turniper
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.
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macieorlinski
Nov 03, 2021 12:12
I am using symlinks to test multiplayer games in multiple editors, this bug destroys my workflow
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VincentGrubbs
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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Resolution Note (fix version 2022.1):
Fixed in 2022.1.0a14
Resolution Note (fix version 2021.2):
Fixed in 2021.2.4f1