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Question [06:50:51] Recursive call detected in plugin manager

Discussion in 'Editor & General Support' started by t-ley, Feb 5, 2023.

  1. t-ley

    t-ley

    Joined:
    Mar 6, 2017
    Posts:
    75
    What is this and why is there nothing on it it’s pops up now all the time this is the third project
    Recursive call detected in plugin manager: refresh plugins. For one resetting it does nothing.if I reset unitys package files and it does nothing to fix it. Hopefully unity has an answer and why is there an error for multiple plugins with the same name ‘libz4plastic’ if it’s open at start with nothing downloaded (and I have no plugins installed) why does it download PlasticSCM if I’m not subscribed
     

    Attached Files:

    Last edited: Feb 5, 2023
  2. Bedardy_1

    Bedardy_1

    Joined:
    Mar 4, 2023
    Posts:
    1
    vote for it
     
  3. t-ley

    t-ley

    Joined:
    Mar 6, 2017
    Posts:
    75
    Ahh Unity doesn’t care and I never noticed but unity has a problem every so many minutes people post two or three minutes apart all day with problems maybe it’s just Unity
    I don’t have a job and it’s been a minute since I worked so played on unity all day for years ( released two games on apple )but all unity has been doing is pretty much crashing when the project isn’t light
    I once deleted everything Unity (took three days) and there were so many crash files that were on my pc
     
    Last edited: Apr 19, 2023
  4. t-ley

    t-ley

    Joined:
    Mar 6, 2017
    Posts:
    75
    The new one is 90CCE94B-A9AE-4977-8DEF-B0400DB46C42.jpeg
    Wow no reference, no help from unity
    But I didn’t write this error I wonder when they are gonna get it somewhat right
    Usually when people pay they get a working product
     
  5. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    I'm getting the "Recursive call detected in PluginManager::RefreshPlugins" (spewed 8 times whenever I press run), but surprisingly for a Unity exception, the only obvious reference to it on Google seems to be this thread...

    Don't suppose you've figured out the cause?

    (Do you have Steamworks.NET in the project? - I think I first noticing it after attempting an update to that, but it might have already been happening)

    It'd be useful if there was some way to suppress seemingly-currently-unavoidable exceptions and warnings, so I can focus more easily on the ones generated by my own code...

    (Edit: I'm in 2021.3LTS, can't easily move to 2022 at the moment due to URP changes. I've tried stripping most plugins from the project, which hasn't fixed it, although I couldn't easily remove a pathfinding plugin, so couldn't get it to no plugins)
     
    Last edited: May 9, 2023
  6. t-ley

    t-ley

    Joined:
    Mar 6, 2017
    Posts:
    75
    Na it was the most basic setting for mobile
    Didn’t have steam installed, actually there were no plugins installed and it gave the error I tried over and over in fresh projects.
    but updated to the version right before the new Enemy asset version and not one error or a crash
    ( I’m using the 2021.3.23f1 seems to be pretty clean)
    The older versions
    gave two errors when I downloaded Paint in 3D and lean localization (it said duplicate plastic script plugin than the recursive call) I think it’s the editor version cause the second to the last version they put the ai nav back instead of having it as a plugin in, and changed the rigid body simulation mode to automatic
    but no solution maybe this link will help
    https://docs.unity3d.com/Manual/AssetDatabaseRefreshing.html
    Also I’m using visual studio kept getting red lines finally cleared all the old scripts and worked great after that, maybe it was either the new version or the cleared scripts from visual studio but works great now
     
    Last edited: May 9, 2023
  7. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    Didn't find the exact cause, but it turns out that it only happened when I had a script loading my 'boot scene' on Awake(), (so I could run the game from the intended start scene when editing level/UI scenes), this caused a lot of objects to be immediately destroyed as well as the new scene loaded.

    I switched to using EditorSceneManager.playModeStartScene, the proper way to start from a specific scene, and I'm no longer getting the PluginManager errors when starting the game.