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Won't Fix

Votes

1

Found in [Package]

1.3.2

1.4.0-exp.1

1.5.0-pre.2

Issue ID

LOC-891

Regression

No

[Player] Locale does not change when another scene is loading asynchronously

Package: Localization Package

-

Reproduction steps:
1. Open the attached project “BuildNoLanguage“
2. Build and run
3. Click on the buttons to change the language

Expected result: Text language changes when buttons are pressed
Actual result: Text language stays the same

Reproducible with: 1.3.2 (2020.3.44f1, 2021.3.18f1, 2022.2.6f1), 1.4.0-exp.1(2022.2.6f1)
Couldn’t test with: 1.4.2 (2022.2.6f1) - player not responding after clicking language button, 1.4.3 (2020.3.44f1) - console errors, 1.4.3 (2021.3.19f1, 2022.2.6f1, 2023.1.0b1, 2023.2.0a1) - player stops responding after clicking language button

Reproducible on: Windows 11 Pro (10.0.22621)
Not reproducible on: Windows 10

  1. Resolution Note:

    There is an issue regarding the way Unity handles loading operations, particularly with async scene loading operations where allowSceneActivation is set to false.

    Internally, Unity employs a queuing system for async loading operations. In this specific scenario, the async scene loading operation is the first in the queue, followed by addressables/localization operations. When the locales are requested, it triggers a call to WaitForCompletion, which waits for the internal operations to finish. This results in a lock and sometimes failure, as the first operation in the queue (the scene loading operation) will never complete until allowSceneActivation is set to true. As a result, it remains at 0.9 completion.

    For more details, you can refer to the Unity documentation on AsyncOperation.allowSceneActivation - https://docs.unity3d.com/ScriptReference/AsyncOperation-allowSceneActivation.html

    ```
    Currently, when allowSceneActivation is set to false, Unity halts the progress at 0.9 and maintains isDone as false. Only when AsyncOperation.allowSceneActivation is set to true, the operation can be completed.
    ```

    We have forwarded this feedback to the scene management team, and they will assess the possibility of addressing this issue in the future. However, it should be noted that this matter falls outside the scope of the current bug being addressed.

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