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Fixed in Unity 2018.3

Votes

0

Found in

2018.2.0f2

Issue ID

1060352

Regression

Yes

On project load, Unity Editor calls additional InitializeOnLoad events that fail to LoadAssetAtPath

Editor - Other

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 3Secondary functionality broken

To reproduce:

1. Download attached project "Bolt.Unity.Debug46.zip" and open in Unity
2. Open "1972" scene
3. Press Tools > Bolt > Unit Options Window...
4. In the opened window scroll down and press the "Next" button
5. Scroll down again and press the "Generate" button
6. Wait until it generates unit database
7. When Bolt window closes itself, press the "Clear" button in Console window
8. Close the Unity Editor entirely
9. Open project "Bolt.Unity.Debug46.zip" again
10. Inspect Console window

Expected results: There will be only one "InitializeOnLoad" log
Actual results: There will be two or more "InitializeOnLoad" logs and "LoadAssetAtPath" returns null during that method call

Notes:
- This issue reproduces on both Windows and OSX
- In the scope of the first "InitializeOnLoad", "LoadAssetAtPath" returns null
- User code is seemingly not at fault here, because the second "InitializeOnLoad" does not report any error with "LoadAssetAtPath"
- Starting with Unity 2018.1.0b7, it logs to the Console window only two "InitializeOnLoad"
- Starting with Unity 2018.2.0a2, it logs to the Console window two or more "InitializeOnLoad" and "LoadAssetAtPath" returns null during that method call

Reproduced on Unity 2018.1.0b7, 2018.1.9f1, 2018.2.0a2, 2018.2.0f2 and 2018.3.0a5
Could not reproduce on Unity 2017.4.7f1 and 2018.1.0b6
Regression on Unity 2018.1.0b7

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