Search Issue Tracker
Fixed in 2019.3.X
Votes
0
Found in
2019.3.0a11
Issue ID
1174649
Regression
Yes
[Package Manager] User's registered assets are not displayed when "My assets" dropdown is selected in Packman window
"OverflowException" is thrown and user's registered assets are not displayed when "My assets" dropdown is selected in Package manager window. Refer to the attached video.
Steps to reproduce:
1) Create a new project
2) Window > Package Manager
3) Select "My Assets" in "All packages" dropdown
4) Sign in to Unity with registered account details
Actual result:
"OverflowException" is thrown and user's registered assets are not displayed
Expected result: User's registered assets are displayed
Occurring in: 2019.3.0a11
Working fine in: 2019.3.0a10, 2019.2.0f1
Environment: Only on Windows
Stack trace:
OverflowException: Value was either too large or too small for a character.
System.Convert.ToChar (System.Int32 value) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
UnityEditor.Json+Parser.get_PeekChar () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.Json+Parser.EatWhitespace () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.Json+Parser.get_NextToken () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.Json+Parser.ParseValue () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.Json+Parser.Parse (System.String jsonString) (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.Json.Deserialize (System.String json) (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.PackageManager.UI.AssetStore.AssetStoreClient+AssetStoreClientInternal.GetLocalPackages () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.PackageManager.UI.AssetStore.AssetStoreClient+AssetStoreClientInternal.List (System.Int32 offset, System.Int32 limit, System.String searchText, System.Boolean fetchDetails) (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.PackageManager.UI.PageManager+PageManagerInternal.Refresh (UnityEditor.PackageManager.UI.RefreshOptions options) (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEditor.PackageManager.UI.PackageStatusBar+<>c.<.ctor>b__4_0 () (at <7b513489a0a84a38ba47d891191a9f18>:0)
UnityEngine.UIElements.Clickable.Invoke (UnityEngine.UIElements.EventBase evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.Clickable.OnMouseUp (UnityEngine.UIElements.MouseUpEvent evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <08a5816fa8214e36a47be4b6d82efaf3>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <8994c56cec034f25883448a68ddcebc4>:0)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on mecanim::SetValueWeight when switching the AnimationMixerPlayable connection with Animator's UpdateMode set to "Animate Physics"
- The "StringComparer.InvariantCultureIgnoreCase.GetHashCode()" returns different Hash Codes for the same word with the only difference being case sensitivity in WebGL
- 2D Light Textures show the lights of any 'blend style' index higher than theirs (if present) when they aren't visible by the Camera using Render Graph
- [SpeedTree] Wireframe mode not rendering correctly ST assets
- Light2D affecting only the Default Sorting Layer will also affect any Custom Lit Sprite not on that Layer when using Render Graph
Add comment