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Won't Fix
Won't Fix in 2023.3.X
Votes
0
Found in
2020.3.38f1
2021.3.8f1
2022.1.14f1
2022.2.0b4
2023.1.0a6
2023.2.0a1
2023.3.0a3
Issue ID
UUM-13006
Regression
No
The main thread gets locked after calling CullingGroup.targetCamera which causes asset reload after GC
Reproduction steps:
- Build the Editor with source code
- Open <repositorypath>/unity/Projects/VisualStudio/Editor-unity.sln and open PersistentManager.cpp
- Place a breakpoint in the PersistentManager::Lock method and disable it
- Run the user’s attached project by pressing Local Windows Debugger and selecting the project from Hub
- Open Assets/SampleScene
- Enter Play Mode and wait for a few seconds
- Enable the breakpoint
- Check the callstack
Expected result: CullingGroup.targetCamera does not lock the main thread
Actual result: the main thread locks the PersistentManager before determining that the CullingGroup.targetCamera is null
Reproducible with: 2020.3.38f1, 2021.3.8f1, 2022.1.14f1, 2022.2.0b4, 2023.1.0a6
Reproducible on: Windows 11
Note:
- the 2023.1 stream reproduces with a slightly different callstack but the main thread is still being locked
- reproduces in the Editor and in the Player
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Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Resolution Note (2023.3.X):
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.