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Fixed in 2017.2.X



Found in


Issue ID




WaitForEndOfFrame() doesn't execute in batchmode on built project



To reproduce:

1. Download attached project "Break My" and open in Unity
2. Open "Start Routine" scene
3. Enter to Play mode
Note: Observe that console says the coroutine completed and the application ended
4. Build the project and run it
Note: Observe that the game starts and ends and the output_log.txt shows the coroutine finished
5. Create a shortcut to your build and append -batchmode to the target path
6. Run the shortcut

Expected result: The game starts and ends and the output_log.txt shows the coroutine finished
Actual result: The executable never quits and output_log.txt doesn't show the coroutine finishing

Reproduced on Unity 5.6.1p1, 2017.1.0b7 and 2017.2.0a1
Not reproduced on Unity 5.6.1f1
Regression on Unity 5.6.1p1

Comments (2)

  1. ewjordan

    Jan 24, 2018 20:44

    Also hoping to hear an update on this, was it intended to start working? That would be great.

  2. Julian96

    Oct 15, 2017 16:19

    Hey, we were really looking forward to the 2017.2 version of Unity since we were stuck with the 5.6.f3 because of this issue.
    It doesnt seem to be fixed though, none of our coroutines are working on our dedicated server which of course is running in batchmode.
    Might this be fixed in the 2017.3 beta?

    Regards Julian Kaulitzki

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