Search Issue Tracker
Duplicate
Votes
0
Found in
2019.3.0a3
2019.3.0b10
2020.1.0a1
Issue ID
1197417
Regression
Yes
Editor crash on AssetDatabase.CreateAsset() called from Editor.OnDisable
How to reproduce:
1. Open user attached project "New Unity Project.zip"
2. Open scene "TestScene"
3. Select "GameObject" in the Hierarchy
4. Click empty space in Hierarchy Window to unselect "GameObject"
Expected result: Editor does not crash
Actual result: Editor crashes
Reproducible with - 2019.3.0a3, 2019.3.0b10, 2020.1.0a11
Not reproducible with - 2017.4.30f1, 2018.4.5f1, 2019.2.0b10, 2019.3.0a2
-
Resolution Note:
The callstack looks like this:
ActiveEditorTracker::ForceReloadInspector
SceneTracker::ForceReloadInspector
RefreshInternalV2
StopAssetImportingV2
CreateSerializedAssetV2
AssetDatabase::CreateSerializedAsset
AssetDatabaseBindings::CreateAsset
AssetDatabase_CUSTOM_CreateAsset
(wrapper managed-to-native) UnityEditor.AssetDatabase:CreateAsset (UnityEngine.Object,string)
[D:\MiFBox\Unity\New Unity Project\Assets\TestScript.cs:17] TestScript/TestScriptEditor:OnDisable ()
(wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
[c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
[c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
[c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
scripting_method_invoke
ScriptingInvocation::Invoke
ScriptingInvocation::InvokeChecked
SerializableManagedRef::CallMethod
MonoBehaviour::WillDestroyComponent
DestroyObjectHighLevel_Internal
DestroyObjectHighLevel
ActiveEditorTracker::Element::~Element
std::vector<ActiveEditorTracker::Element,std::allocator<ActiveEditorTracker::Element> >::clear
ActiveEditorTracker::Rebuild
ActiveEditorTracker::DidFlushDirty
SceneTracker::FlushDirty
Application::TickTimer
MainMessageLoop
WinMain
Which essentially says that the object which is being destroyed is being accessed later on.Users should not call CreateAsset from calls which are destroying objects. We will enforce this rule in 2020.1, but for right now this is not something that they should be doing.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
This is a duplicate of issue #1198662