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Won't Fix

Votes

42

Found in

5.4.0b18

Issue ID

795643

Regression

Yes

Crash when loading file [5.4 regression]

How to reproduce:

1. Open attached project
2. Open scene Scenes/LoadPrefabScene.unity
3. Play the scene
- Unity crashes
- The last message in the Log before the stacktrace:
Cancelling DisplayDialog because it was run from a thread that is not the main thread: Opening file failed Opening file /Users/Rigel/Downloads/case_795216-LightMappingTest/sharedassets0.assets.resS: No such file or directory


(Filename: /Users/builduser/buildslave/unity/build/Editor/Platform/OSX/EditorUtility.mm Line: 796)

Force Quit pressed for Opening file failed: Opening file /Users/Rigel/Downloads/case_795216-LightMappingTest/sharedassets0.assets.resS: No such file or directory

(Filename: ./Runtime/Utilities/RetriableOperation.h Line: 103)

Receiving unhandled NULL exception
Launching bug reporter
Obtained 25 stack frames.

- Reproduced in Version 5.4.0b18 (cdaae1c8e465)
- Not reproducible in Version 5.3.4f1 (fdbb5133b820)

Comments (30)

  1. skirners1

    Apr 23, 2017 19:06

    Yeah I get this start-up crashing too. Problem solved when I rename the last scene in use before I open up the project. I have Unity 5.5.0f3 and use text mesh pro.

  2. JesterGameCraft

    Mar 19, 2017 18:53

    Is there any ETA on when this bug will be looked at. It does not happen all the time but when it does it takes a good chunk of a day to get back to productivity. An update would be appreciated.

  3. evertoon-chris

    Mar 18, 2017 03:12

    This happens sometimes when building asset bundles as well. The problem went away after rebuilding asset bundles.

  4. Face_Mcgace

    Mar 10, 2017 11:36

    Have the same issue: sharedassets0.assets.resS couldn't be found. To get around this issue I've set the font to dynamic - but just a workaround for the time being.

  5. AMess

    Feb 17, 2017 12:11

    Got the same Problem: sharedassets0.assets.resS couldn't be found and therefore opening the file failed.

  6. bariscigal

    Jan 17, 2017 18:36

    Same problem at Unity 5.5.0p4. (not using Textmesh etc)

  7. neeksdk

    Jan 14, 2017 18:43

    Same problem at Unity 5.5.0f3. When do you plan to solve this?

  8. arzi42

    Dec 02, 2016 14:00

    I get the same crash and errors messages, but I'm not using TextMesh Pro. It also happens when building the player.

  9. Stephan-B

    Dec 02, 2016 05:48

    Created a video to show the steps to reproduce this issue. As I explain, I believe this is related to Unity internally and momentarily losing reference to the material or texture embedded as a sub asset of a main asset which happens to be the structure of Unity's fonts as well as TextMesh Pro's Font Assets.

    Besides showing how to reproduce the issue, the video covers how to get around this new bug and more importantly how to recover from it when corruption of a Font Asset / Material occurs.

    https://www.youtube.com/watch?v=dkO99TarJAo

    Hopefully this video will help Unity isolate and solve this issue quickly and more importantly show users how to recover from the affects of this bug and how to avoid it as well.

    If any TextMesh Pro users are affected by this where after following the steps shown in the video you are still able to overcome the issue, by all means reach out to me via email as I will most certainly be available to assist in any way that I can.

  10. Stephan-B

    Dec 01, 2016 17:50

    This is a bug that was introduced in Unity late in the Unity 5.3 cycle which I believe is related to a change Unity made related to objects which as sub assets like Unity's fonts and TMP's Font Assets.

    For whatever reason, when saving a scene or creating a build, Unity appears to lose track (internally) to the material or texture used by the font asset which both happen to be sub assets.

    When this issue occurs while saving a scene, it isn't too much of an issue as entering play mode or changing the properties of the text object will make the text reappear.

    However, when it comes to creating a build, this can lead to the issue reported here and corruption of the font asset.

    Until Unity fixes this issue, you can enable "Verify Saving Assets" in the Unity Preferences. With this feature enabled, when creating a build or saving a scene, Unity will prompt you to accept or decline saving assets. So when creating a build where the font assets or materials should not be modified (saved over by Unity which leads to this corruption) simply decline saving over those assets.

    I did make a change in release 1.0.55 of TextMesh Pro which will be available over the weekend which should stop Unity from trying to save the font asset or material when it hasn't been changed. This change should greatly reduce the potential of this issue happening but the underlying bug in Unity will remain until this is fixed.

    I was just made aware today of this bug report hence why I am just now providing this additional information. I will once again reach out to Unity to inquire about a time frame for a resolution to this issue.

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