Search Issue Tracker
By Design
Votes
0
Found in
2020.3
2020.3.22f1
2021.2
2022.1
2022.2
Issue ID
1382261
Regression
No
[Serialization] Player build hangs on initial loading screen after reporting UnloadTime in the Player log
Reproduction steps:
1. Open the attached user's project "boardgame_demo.zip"
2. Open the "Assets\Scenes\BoardTest.unity" Scene
3. Build for Standalone
Expected result: Player does not hang and memory usage does not increase gradually leading to a crash
Actual result: Player hangs and memory usage increases gradually leading to a crash
Reproduces on: 2020.3.27f1, 2021.2.9f1, 2022.1.0b5, 2022.2.0a4
Could not test on 2019.4.36f1 due to console errors when downgrading
Notes:
-Issue reproduces with IL2CPP and Mono backends
-Issue also reproduces on WebGL
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
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
- Character animation freezes when toggling animator on/off in a coroutine
- Certain textures are incorrectly marked in the render pass list when observed through Render Graph Viewer
Resolution Note (2022.2.X):
This issue is caused by an infinite loop in your project caused by Board::Awake invoking HardDespawn, The player path for this is invoking Destroy which will not invoke the destruction of the object directly while the looping code is assuming that it does leading to an infinite loop. If you replace it with DestroyImmediate it will not loop infinitely but this is still not the best pattern for the cleanup intended it would be better to start from a clean initial state rather than doing it there.