Search Issue Tracker
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
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
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
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.