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Fixed in 2021.2.X
Fixed in 2019.4.X, 2020.3.X, 2021.1.X
Votes
1
Found in
2020.1.0a19
2020.1.5f1
2020.2
Issue ID
1277297
Regression
Yes
[Mobile] Calling Resources.Load() while asynchronously loading assetbundle by UnityWebRequest makes main thread stuck
Reproduction steps:
1. Open the attached project
2. Build and Run on an Android device
Expected behavior: The application does not freeze, spinning cubes are present on the screen
Actual behavior: The application is frozen, sometimes cubes can be loaded in the scene but they do not spin, the issue is not consistent, reopening the build might be required
Reproduces on: 2020.1.0a19, 2020.1.6f1, 2020.2.0b3
Not reproducible on: 2018.4.27f1, 2019.4.10f1, 2020.1.0a18
Reproducible with:
VLNQA00320, Xiaomi - (Redmi Note 8 Pro), Android 9, CPU: MediaTek Helios G90T MT6785T, GPU: Mali-G76 MC4 -> (Highest chance of reproducibility)
VLNQA00314, Lge Nexus 5X (Nexus 5X), Android 8.0.0, CPU: Snapdragon 808, GPU: Adreno (TM) 418
VLNQA00273, Vivo V1821BA (V1821A), Android 9, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00022, Xiaomi Redmi Note 3 (Redmi Note 3), Android 6.0.1, CPU: Snapdragon 617 MSM8952, GPU: Adreno (TM) 510
VLNQA00052, Xiaomi MI MAX (MI MAX), Android 7.0, CPU: Snapdragon 617 MSM8952, GPU: Adreno (TM) 510
Not reproducible with:
-VLNQA00310 iPad Pro 12.9 1st gen (iOS 13.4.1)
-iPhone 6S (13.3.1)
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Resolution Note (fix version 2021.2):
For "async/await" function to work correctly, "await" needs to be put in every functions from "async void Start()" to every "async" functions called after. There is always a risk of deadlock when using a mix of sync and async. In this case an async function is missing an await which may be causing the freeze.
Resolution Note (fix version 2021.1):
Fixed in 2021.1.0b12