Search Issue Tracker
Won't Fix
Votes
1
Found in [Package]
1.3.2
1.4.0-exp.1
1.5.x
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
- [Android] Error "Blitter is already initialized" is present when Adaptive Probe Volumes are used with OpenGLES3
- VFX Graph effect instance stops rendering when a second instance of the same effect starts 2 frames later
- Operations on the Color32 array are not reflected in WebGL Player when HDR is off
- Rigidbody moves away from the original GameObject when Center of Mass is set in every frame
- WebGL Player does not proceed beyond logo screen when "Target WebAssembly 2023" is 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.