Search Issue Tracker
Fixed in 5.5.0
System.Threading.Monitor.Wait() prematurely aborted when debugger is attached
Description / Repro Steps:
UnityVS debugger is causing threads that are suspended via calls to System.Threading.Monitor.Wait() to be woken back up again. This in turn wreaks havoc on low level synchronization primitives such as ManualResetEventSlim.
Version 5.4.0b7 (435d6f5b598c)
Windows 10 | OS x64 | 16 GB RAM | Intel Proc i7
1. Open a new Unity Project
2. Create a new GameObject
3. Attach the script provided
4. Observe - If you hit play without a debugger attached, it works as expected and the Monitor.Wait call blocks the thread for 2 seconds and then returns true.
5. Observe - If I hit play with a UnityVS debugger attached, the Wait() operation immediately returns false.
Attaching a debugger doesn’t cause suspended threads to awake
Suspended threads are being woken back up with a UnityVS debugger attached
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [Xcode12][Burst] iOS builds with Universal/ARMv7 architecture fail in Xcode 12 with New Build System when using burst
- Changing scale of Tree prefab instance (in scene) and then undo/redo changes the source prefab scale and all painted instances
- Material properties are not correctly setup when assigning a ShaderGraph to a newly created material
- [iOS] Device.generation returns "DeviceUnknown" with some devices
- Misleading upgrade prompt when opening Project from Hub with an incremented project version