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2019.1.0f1 all uGUI disappeared, TMP broken

Discussion in '2019.1 Beta' started by 5argon, Apr 9, 2019.

  1. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    There seems to be a big problem on project migration. I didn't open up the project for quite some time, but now nothing can be seen in the Scene view at all. The Game view still shows a broken version of what created a while back, uGUI layout seems to be displacing on some elements.

    Screenshot 2019-04-09 14.43.33.png
    Moreover going into the prefab, there is nothing in the blue prefab mode as well. I can see the outline of what I did before, and Image settings indicates that it should be visible at least in the Scene view. SceneVis is not activated either.

    Screenshot 2019-04-09 14.46.20.png

    Also TMP material turns pink, I see many of my working TMP asset's material turns to "InternalError" material. Changing it back could fix some of them. Some text is still there (in the game view, since it is not visible in scene view) but is using wrong glyph. Also it is throwing a lot of null reference errors. Creating a new project with newly imported and created TMP does not throw the error.

    Anyone with this problem? This is very difficult to submit as a bug report, I can't submit the entire project and to reproduce I would have to go back and forth upgrade-downgrading. And there are a lot of other broken things that may or may not related to this issue mixed in the project.

    In one of my other project, Unity starts up with the last scene I was working on but with uGUI similarly not visible. But opening other scene freeze Unity indefinitely.
     
    Last edited: Apr 9, 2019
  2. YilmazInnoGames

    YilmazInnoGames

    Joined:
    Nov 3, 2016
    Posts:
    2
    Same here, we're also getting a lot of NullRef exceptions from TMP 2.0 on Unity 2019.1.0f1, mostly from the TMPro_UGUI_Private.cs class in the TMP package.

    One example stack trace is:
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TMPro.TextMeshProUGUI.UpdateSDFScale (System.Single scaleDelta) (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMPro_UGUI_Private.cs:4264)
    3. TMPro.TextMeshProUGUI.InternalUpdate () (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMPro_UGUI_Private.cs:1582)
    4. TMPro.TMP_UpdateManager.DoRebuilds () (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_UpdateManager.cs:169)
    5. TMPro.TMP_UpdateManager.OnCameraPreCull (UnityEngine.Camera cam) (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_UpdateManager.cs:158)
    6. UnityEngine.Camera.FireOnPreCull (UnityEngine.Camera cam) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Camera/Camera.bindings.cs:347)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
    5argon likes this.
  3. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    What version of Unity were you using before opening the project in 2019.1?

    Getting access to the project via a bug report or via some other mechanism always makes it much easier and quicker to identify and resolve potential issues so if there is any other way that you could provide access that would be ideal.

    EDIT - Some repro case from anyone would be great.
     
    Last edited: Apr 9, 2019
  4. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    From my git log I remembered at the time of these version it was still fine. (both TMP and uGUI) This is the last change to my ProjectVersion.txt

    -m_EditorVersion: 2019.1.0b5
    -m_EditorVersionWithRevision: 2019.1.0b5 (9899a5bd7e43)

    +m_EditorVersion: 2019.1.0b7
    +m_EditorVersionWithRevision: 2019.1.0b7 (8afb02580933)

    I have long uninstalled these version so I couldn't go back and try to reproduce it.
     
  5. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    What version of TMP were you using before?

    EDIT
    When updating to version 1.4.0 or 2.0.0 of TMP which includes support for the new Dynamic SDF system, font asset need to be upgraded which should happen automatically. However, it is possible that if you migrated to this new version of TMP while you had a scene open that something went wrong in the process.

    Can you export and provide me with a prefab of some text object that is not working / throwing these errors? Make sure you also export the font asset and relevant dependencies.
     
    Last edited: Apr 9, 2019
  6. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    I found one more version change

    -m_EditorVersion: 2019.1.0b7
    -m_EditorVersionWithRevision: 2019.1.0b7 (8afb02580933)
    +m_EditorVersion: 2019.1.0b8
    +m_EditorVersionWithRevision: 2019.1.0b8 (0862b00eb5a3)

    And at this moment, TMP changed from 1.3.0 to 2.0.0

    "com.unity.addressables": "1.0.2-preview.2",
    "com.unity.cinemachine": "2.3.3",
    "com.unity.collab-proxy": "1.2.15",
    - "com.unity.entities": "0.0.12-preview.29",
    + "com.unity.entities": "0.0.12-preview.30",
    "com.unity.immediate-window": "1.0.0-preview.3",
    - "com.unity.package-manager-ui": "2.1.1",
    - "com.unity.postprocessing": "2.1.3",
    + "com.unity.package-manager-ui": "2.1.2",
    + "com.unity.postprocessing": "2.1.4",
    "com.unity.purchasing": "2.0.3",
    - "com.unity.render-pipelines.lightweight": "5.6.1",
    - "com.unity.rendering.hybrid": "0.0.1-preview.6",
    - "com.unity.shadergraph": "5.3.1",
    + "com.unity.render-pipelines.lightweight": "5.7.2",
    + "com.unity.rendering.hybrid": "0.0.1-preview.10",
    + "com.unity.shadergraph": "5.7.2",
    "com.unity.test-framework.performance": "0.1.49-preview",
    - "com.unity.textmeshpro": "1.3.0",
    + "com.unity.textmeshpro": "2.0.0",
    "com.unity.timeline": "1.0.0",
    - "com.unity.xr.legacyinputhelpers": "1.0.0",
    + "com.unity.xr.legacyinputhelpers": "2.0.2",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",

    However I remembered didn't looking properly at the scene with uGUI so I don't know if the problem already occured at this point. The next commit

    -m_EditorVersion: 2019.1.0b8
    -m_EditorVersionWithRevision: 2019.1.0b8 (0862b00eb5a3)
    +m_EditorVersion: 2019.1.0b10
    +m_EditorVersionWithRevision: 2019.1.0b10 (dbf1e96a8b63)

    The problem already occured. (One version before the f1)
     
  7. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    See my edit in previous post please.
     
  8. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    For some reason now I can't even switching to the scene with those problematic uGUI and TMP, it freezes indefinitely or even hard crash sometime. (I am guessing it is trying to migrate, and something is happening). This is editor.log when switching to that scene and it hard crash :

    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.174613s
    Asset Scan time: 0.169161s
    Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Scripting) time: 0.000000s (count: 0)
    Post Processs Assets (Scripting) time: 0.000000s
    Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Non Scripting) time: 0.000000s (count: 0)
    Post Process Assets (Non Scripting) time: 0.000000s
    Dependent Assets to Import Queue time: 0.000000s

    Opening scene 'Assets/Scenes/MusicSelect.unity'
    Load scene 'Assets/Scenes/MusicSelect.unity' time: 0.016907 ms
    LightmapEditorSettings: switching bake backend from 1 to 0.
    Unloading 154 Unused Serialized files (Serialized files now loaded: 0)
    Upgrading font asset [Kroftsmann SDF] to version 1.1.0.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object, Object)
    UnityEngine.Debug:Log(Object, Object)
    TMPro.TMP_FontAsset:UpgradeFontAsset() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:1720)
    TMPro.TMP_FontAsset:Awake() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:482)
    UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
    UnityEditor.AssetDatabase:OpenAsset(Int32) (at /Users/builduser/buildslave/unity/build/artifacts/MacEditor/modules/Editor/AssetDatabaseBindings.gen.cs:316)
    UnityEditor.ProjectBrowser:OpenAssetSelection(Int32[]) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1079)
    UnityEditor.ProjectBrowser:OpenListAreaSelection() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1066)
    UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1155)
    UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:785)
    UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:302)
    UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:860)
    UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
    UnityEditor.Group:Draw(Single, Vector2, Int32&) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
    UnityEditor.ObjectListArea:HandleListArea() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1330)
    UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:541)
    UnityEditor.ProjectBrowser:OnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1955)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:345)
    UnityEditor.HostView:Invoke(String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:339)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:307)
    UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea:OldOnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
    UnityEngine.UIElements.EventDispatchUtilities:propagateEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    UnityEngine.UIElements.MouseEventDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:58)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    (Filename: Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs Line: 1720)


    Hashing assets (2 files)... 0.003 seconds
    file read: 0.002 seconds (0.547 MB)
    wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    wait for read: 0.002 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    hash: 0.001 seconds
    Updating Assets/Fonts/Kroftsmann SDF.asset - GUID: 67ace996d976f45f4830f6a591abc764...
    done. [Time: 1552.758044 ms]
    Updating Assets/AddressableAssetsData/AddressableAssetSettings.asset - GUID: daca60894e9514c2e9d8fc4dda16f53d...
    done. [Time: 51.464567 ms]
    Updating ProjectSettings/ProjectSettings.asset - GUID: 00000000000000004000000000000000...
    done. [Time: 6.365419 ms]
    Updating ProjectSettings/QualitySettings.asset - GUID: 00000000000000009000000000000000...
    done. [Time: 6.871620 ms]
    Assertion failed on expression: 'IsTransformHierarchyInitialized()'
    UnityEditor.AssetDatabase:SaveAssets()
    TMPro.TMP_FontAsset:UpgradeFontAsset() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:1853)
    TMPro.TMP_FontAsset:Awake() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:482)
    UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
    UnityEditor.AssetDatabase:OpenAsset(Int32) (at /Users/builduser/buildslave/unity/build/artifacts/MacEditor/modules/Editor/AssetDatabaseBindings.gen.cs:316)
    UnityEditor.ProjectBrowser:OpenAssetSelection(Int32[]) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1079)
    UnityEditor.ProjectBrowser:OpenListAreaSelection() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1066)
    UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1155)
    UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:785)
    UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:302)
    UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:860)
    UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
    UnityEditor.Group:Draw(Single, Vector2, Int32&) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
    UnityEditor.ObjectListArea:HandleListArea() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1330)
    UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:541)
    UnityEditor.ProjectBrowser:OnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1955)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:345)
    UnityEditor.HostView:Invoke(String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:339)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:307)
    UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea:OldOnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
    UnityEngine.UIElements.EventDispatchUtilities:propagateEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    UnityEngine.UIElements.MouseEventDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:58)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    [/Users/builduser/buildslave/unity/build/Runtime/Transform/Transform.cpp line 1055]
    (Filename: Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs Line: 1853)

    Receiving unhandled NULL exception
    Obtained 37 stack frames.
    #0 0x00000103bd4921 in TransformChangeDispatch::QueueTransformChangeIfHasChanged(TransformAccess const&)
    #1 0x00000104c23594 in Transform::RebuildTransformHierarchy()
    #2 0x000001011a0bfe in AssetHotreload()
    #3 0x00000102763872 in AssetInterface::StopAssetEditing(AssetDatabase::CancelBehaviour, AssetDatabase::UpdateAssetOptions)
    #4 0x00000102770dbb in AssetInterface::ImportAssets(std::__1::set<UnityGUID, std::__1::less<UnityGUID>, std::__1::allocator<UnityGUID> > const&, AssetDatabase::UpdateAssetOptions)
    #5 0x000001026e0b4c in AssetDatabase::WriteRevertAssets(std::__1::set<UnityGUID, std::__1::less<UnityGUID>, std::__1::allocator<UnityGUID> > const&, std::__1::set<UnityGUID, std::__1::less<UnityGUID>, std::__1::allocator<UnityGUID> > const&)
    #6 0x000001026d7974 in AssetDatabase::SaveAssets()
    #7 0x00000169ad4e0d in (wrapper managed-to-native) UnityEditor.AssetDatabase:SaveAssets () {0x7fdc781cc988} + 0xad (0x169ad4d60 0x169ad4f14) [0x1459d8c80 - Unity Child Domain]
    #8 0x000001505ba68b in TMPro.TMP_FontAsset:Awake () {0x7fdc75b3e1e0} + 0x13b (0x1505ba550 0x1505ba6ea) [0x1459d8c80 - Unity Child Domain]
    #9 0x0000013d13c7e8 in mono_jit_runtime_invoke
    #10 0x0000013d2fdf81 in do_runtime_invoke
    #11 0x0000013d2fdedf in mono_runtime_invoke
    #12 0x00000103f12f6d in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    #13 0x00000103f12cb7 in ScriptingInvocation::InvokeChecked(ScriptingExceptionPtr*)
    #14 0x00000103f942bf in SerializableManagedRef::CallMethod(Object&, ScriptingMethodPtr)
    #15 0x00000103ec18c8 in MonoBehaviour::CallAwake()
    #16 0x00000103ec15f9 in MonoBehaviour::AwakeFromLoad(AwakeFromLoadMode)
    #17 0x000001021ff76e in AwakeFromLoadQueue::InvokePersistentManagerAwake(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode)
    #18 0x000001021ff4b6 in AwakeFromLoadQueue::persistentManagerAwakeFromLoad(int, AwakeFromLoadMode)
    #19 0x00000102175b0b in PersistentManager::IntegrateAllThreadedObjects()
    #20 0x0000010217690c in PersistentManager::LoadAndIntegrateAllPreallocatedObjects(PersistentManager::LockFlags)
    #21 0x000001021752aa in PersistentManager::ReadObject(int, AwakeFromLoadMode)
    #22 0x00000101a391b6 in PPtr<EditorExtension>::eek:perator EditorExtension*() const
    #23 0x00000101b636f4 in IsPrefabInstanceWithValidParent(Object*)
    #24 0x00000101b2027a in MergeAllPrefabInstancesDuringLoad(AwakeFromLoadQueue*, TransferInstructionFlags)
    #25 0x000001038f5746 in LoadSceneOperation::CompleteAwakeSequence()
    #26 0x000001038f51fa in LoadSceneOperation::CompletePreloadManagerLoadSceneEditor()
    #27 0x000001038f47c7 in LoadSceneOperation::IntegrateMainThread()
    #28 0x000001038f68c3 in PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
    #29 0x000001038f7170 in PreloadManager::WaitForAllAsyncOperationsToComplete()
    #30 0x00000101ba8ec4 in EditorSceneManager::RestoreSceneBackups(std::__1::vector<EditorSceneBackup, stl_allocator<EditorSceneBackup, (MemLabelIdentifier)117, 16> >&, EditorSceneManager::playModeChange)
    #31 0x00000101ba75ec in EditorSceneManager::OpenSceneLoaded(core::basic_string<char, core::StringStorageDefault<char> > const&, OpenSceneParameters const&)
    #32 0x00000101ba67fa in EditorSceneManager::OpenScene(core::basic_string<char, core::StringStorageDefault<char> > const&, OpenSceneParameters const&)
    #33 0x0000010227eb28 in Application::OpenFileGeneric(core::basic_string<char, core::StringStorageDefault<char> > const&)
    #34 0x00000102027959 in OpenAsset(int, int)
    #35 0x0000010189cf0f in AssetDatabase_CUSTOM_OpenAsset(int, int)
    #36 0x00000169a9be16 in (wrapper managed-to-native) UnityEditor.AssetDatabase:OpenAsset (int,int) {0x7fdc7990b550} + 0xc6 (0x169a9bd50 0x169a9bf00) [0x1459d8c80 - Unity Child Domain]
    Launching bug reporter

    This is when it freeze :

    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.178977s
    Asset Scan time: 0.177380s
    Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Scripting) time: 0.000000s (count: 0)
    Post Processs Assets (Scripting) time: 0.000000s
    Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Non Scripting) time: 0.000000s (count: 0)
    Post Process Assets (Non Scripting) time: 0.000000s
    Dependent Assets to Import Queue time: 0.000000s

    Opening scene 'Assets/Scenes/MusicSelect.unity'
    Load scene 'Assets/Scenes/MusicSelect.unity' time: 0.014461 ms
    LightmapEditorSettings: switching bake backend from 1 to 0.
    Unloading 156 Unused Serialized files (Serialized files now loaded: 0)
    Upgrading font asset [Readable-TH-Quark] to version 1.1.0.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object, Object)
    UnityEngine.Debug:Log(Object, Object)
    TMPro.TMP_FontAsset:UpgradeFontAsset() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:1720)
    TMPro.TMP_FontAsset:Awake() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:482)
    UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
    UnityEditor.AssetDatabase:OpenAsset(Int32) (at /Users/builduser/buildslave/unity/build/artifacts/MacEditor/modules/Editor/AssetDatabaseBindings.gen.cs:316)
    UnityEditor.ProjectBrowser:OpenAssetSelection(Int32[]) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1079)
    UnityEditor.ProjectBrowser:OpenListAreaSelection() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1066)
    UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1155)
    UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:785)
    UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:302)
    UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:860)
    UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
    UnityEditor.Group:Draw(Single, Vector2, Int32&) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
    UnityEditor.ObjectListArea:HandleListArea() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1330)
    UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:541)
    UnityEditor.ProjectBrowser:OnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1955)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:345)
    UnityEditor.HostView:Invoke(String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:339)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:307)
    UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea:OldOnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
    UnityEngine.UIElements.EventDispatchUtilities:propagateEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    UnityEngine.UIElements.MouseEventDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:58)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    (Filename: Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs Line: 1720)


    Hashing assets (1 files)... 0.003 seconds
    file read: 0.003 seconds (0.178 MB)
    wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    wait for read: 0.003 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    hash: 0.000 seconds
    Updating Assets/Fonts/Readable-TH-Quark.asset - GUID: bf0069ecedd144be6991999401d10555...
    done. [Time: 58.817323 ms]
    System memory in use before: 0.54 GB.
    Assertion failed on expression: 'HasValidGameObject(liveObject)'
    UnityEditor.AssetDatabase:SaveAssets()
    TMPro.TMP_FontAsset:UpgradeFontAsset() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:1853)
    TMPro.TMP_FontAsset:Awake() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:482)
    UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
    UnityEditor.AssetDatabase:OpenAsset(Int32) (at /Users/builduser/buildslave/unity/build/artifacts/MacEditor/modules/Editor/AssetDatabaseBindings.gen.cs:316)
    UnityEditor.ProjectBrowser:OpenAssetSelection(Int32[]) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1079)
    UnityEditor.ProjectBrowser:OpenListAreaSelection() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1066)
    UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1155)
    UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:785)
    UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:302)
    UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:860)
    UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
    UnityEditor.Group:Draw(Single, Vector2, Int32&) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
    UnityEditor.ObjectListArea:HandleListArea() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1330)
    UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:541)
    UnityEditor.ProjectBrowser:OnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1955)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:345)
    UnityEditor.HostView:Invoke(String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:339)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:307)
    UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea:OldOnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
    UnityEngine.UIElements.EventDispatchUtilities:propagateEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    UnityEngine.UIElements.MouseEventDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:58)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    [./Runtime/Misc/GarbageCollectSharedAssets.cpp line 816]
    (Filename: Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs Line: 1853)

    System memory in use after: 0.54 GB.

    Unloading 283 unused Assets to reduce memory usage. Loaded Objects now: 8548.
    Total: 62.526151 ms (FindLiveObjects: 3.578312 ms CreateObjectMapping: 0.732730 ms MarkObjects: 57.595725 ms DeleteObjects: 0.618599 ms)


    I tried left clicking on the Prefab asset that I remembered in that scene to try to export them without going to the scene, but it freezes there as well. This is the editor.log when clicking

    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.184638s
    Asset Scan time: 0.182614s
    Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Scripting) time: 0.000000s (count: 0)
    Post Processs Assets (Scripting) time: 0.000000s
    Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Non Scripting) time: 0.000000s (count: 0)
    Post Process Assets (Non Scripting) time: 0.000000s
    Dependent Assets to Import Queue time: 0.000000s

    Upgrading font asset [Readable-KR-AppleSD] to version 1.1.0.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object, Object)
    UnityEngine.Debug:Log(Object, Object)
    TMPro.TMP_FontAsset:UpgradeFontAsset() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:1720)
    TMPro.TMP_FontAsset:Awake() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs:482)
    UnityEditor.Selection:set_instanceIDs(Int32[])
    UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1138)
    UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:785)
    UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:388)
    UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:860)
    UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListLocalGroup.cs:203)
    UnityEditor.Group:Draw(Single, Vector2, Int32&) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListGroup.cs:154)
    UnityEditor.ObjectListArea:HandleListArea() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:1330)
    UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ObjectListArea.cs:541)
    UnityEditor.ProjectBrowser:OnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ProjectBrowser.cs:1955)
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:345)
    UnityEditor.HostView:Invoke(String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:339)
    UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:307)
    UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea:OldOnGUI() (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
    UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
    UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:84)
    UnityEngine.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
    UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    UnityEngine.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    (Filename: Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Runtime/TMP_FontAsset.cs Line: 1720)


    Hashing assets (1 files)... 0.003 seconds
    file read: 0.002 seconds (0.785 MB)
    wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    wait for read: 0.001 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    hash: 0.001 seconds
    Updating Assets/Fonts/Readable-KR-AppleSD.asset - GUID: c09abb78fd36c41229a20bf2263230a9...
    done. [Time: 1570.273422 ms]

    And then also the scene I am stucking in right now happen to contain the default new TMP text that is using the default Liberation Sans SDF that is also pink. Do you want to see this font asset? If so please look at the attached file.

    Screenshot 2019-04-10 05.12.24.png

    For uGUI problem, it might be that TMP migration logic is blocking the layout logic and throws so the layout can't be complete, and in turn it can't get through to be displayed on the Scene view.

    ps. It would help if you would let me download previous beta builds, as https://unity3d.com/unity/beta/archive is leading to a redirect. I have a commit point at b5 that I remembered it works but I don't have the b5 to make a clean reproduction project.
     

    Attached Files:

    Last edited: Apr 9, 2019
  9. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    If you have a lot of font assets that are all referenced as fallbacks or in the TMP Settings, selecting the TMP Settings or the primary one, could result in the appearance of a freeze as the system would try to convert all of these. If that is the case, just manually navigate to these font assets and select them one by one to force their conversion. Make sure you wait for each of them to finish (you'll get a console message) before selecting the next one.

    Would you be willing to get on Skype or some other video conferencing tool and share your screen so I can take a look at this with you? This might make it easier to resolve the issue.

    If so, send me a PM with your information.

    P.S. I think you should be able to re-install a previous beta using the Unity Hub.
     
    Last edited: Apr 10, 2019
  10. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,008
    Hi, same issue here. After updating my project from 2018.3.11f1 to 2019.1.0f1, first 2~3 time builds are always freezed. Unity log is same to 5argon, TMPro.TMP_FontAsset:Awake() ...
     
  11. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    Yes you could, if it helps.

    Unity Hub does not allow getting the previous beta. The button at bottom left leads to https://unity3d.com/get-unity/download/archive without the beta.

    Screenshot 2019-04-10 08.08.22.png

    On the beta page the text
    Leads to the same page

    Screenshot 2019-04-10 08.12.53.png
     
  12. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    Do you have several font assets assigned as fallbacks to some primary or in the TMP Settings?

    If so, you will need to manually select each font asset to allow them to be upgraded. Wait until you get a message in the console before selecting another font asset.

    Once these have been converted, you should no longer experience any delays.

    I am looking into this behavior to figure out why this might be happening. Are your font assets using large atlas textures?
     
  13. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    The upgrade process to font assets is not destructive so we should be able to go back to the previous version of TMP (version 1.3.0) to first make sure everything works as expected in Unity 2019.1.

    (1) Make sure you are still using a backup of your project.
    (2) Close all open scenes.
    (3) Downgrade TMP to version 1.3.0 using the Package Manager in Unity 2019.1.

    Take make sure the font assets are still ok. Create a simple text object and try a few of your own font assets. If everything looks fine, then load one of your scenes still using version 1.3.0 to make sure everything is still fine in Unity 2019.1.

    Please let me know the result up to that point.

    P.S. I have to drive to the Airport shortly but I will be online until late tonight to provide assistance on this.
     
  14. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    Hi, I think I have finally made a good repro. Please take a look at case 1144858 and see if anything is missing.
     
    LeonhardP and Peter77 like this.
  15. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    Driving to the Airport right now. Will take a look once I am back later tonight.
     
    5argon likes this.
  16. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    Thank you for submitting the bug report and repro case.

    Looking at it right now. I did make a quick change to (potentially) avoid the freezing of the Editor and wanted to get confirmation from you that the below image and text appears to be rendering correctly. Ie. When you get to this part, you have shader issues / pink text, etc. Correct?

    upload_2019-4-9_21-45-20.png

    I am also able to reproduce the freeze / potential crash and now also know the source of the issue and looking into potential solution.
     
    5argon and Peter77 like this.
  17. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    Thanks for your hard work. However it is still incorrect that the fallback font are lost in migration. I talked about this in the first reply (via e-mail) to the case. For example, the red one Japanese font does not use its own font's number and English character, but using the same number and English character glyph as the English language ones. (So the numbers are intentionally excluded when generating SDF, so they fallback) In your screen shot, it became Liberation Sans SDF.

    Screenshot 2019-04-10 13.40.11.png

    The correct one should looks like this :

    1_jdt4oGh8xf-muPULrS9DFA.png
     
  18. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    1,555
    - If ensuring no hard crash then open FontAdjustment scene without starter TextMesh Pro folder, I get invisible textures. (There is a MeshFilter that says "none" over Text Mesh Pro component script) No repeatedly throwing null reference error.

    - If ensuring no hard crash then open FontAdjustment scene with starter TextMesh Pro folder created with 2.0.0, I get visible textures. If I did the 1st case, then create TextMesh Pro folder now while in the scene with invisible texture (create with the "first time" popup dialog), it appears to be able to hot fix the issue with some layout error (that is TMP based layout, top align, bottom align, etc.) until reentering the scene.

    - If ensuring no hard crash then open FontAdjustment scene with starter TextMesh Pro folder created with 1.3.0 which would be migrated at the same time as previous version fonts, I get invisible textures (There is no MeshFilter that says "none" over Text Mesh Pro component script this time) with repeatedly throwing null reference error. The material sphere in the inspector are pink, but I can't see the pink squares on the Scene view likely because the error prevents the script getting to the rendering. Migrated Liberation Sans SDF is also pink in the material sphere.

    ("ensuring no hard crash" = After importing, holding down arrow on the Fonts folder's content until it goes over all assets, while in Untitled scene, before opening the FontAdjustment scene. You will see the highlight bounce back up several times.)
     
    Last edited: Apr 10, 2019
  19. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    EDIT - Reviewing your most recent posts ... and the fallback assignments.

    The behavior / freeze and potential crash is caused by AssetDatabase.SaveAssets() being called when multiple font assets are getting modified.

    Until I provide a more permanent fix, the following workaround should work.

    Please make the following changes to the TMP_FontAsset.cs file at line 1853 and 1896. These changes will need to be done in the source code of the TMP package cache located in "...\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.textmeshpro@2.0.0\Scripts\Runtime\TMP_FontAsset.cs".

    Code (csharp):
    1.  
    2. #if UNITY_EDITOR
    3. UnityEditor.EditorUtility.SetDirty(this);
    4. // Comment the line below
    5. //UnityEditor.AssetDatabase.SaveAssets();
    6. #endif
    7.  
    In terms of the rendering / shader issue, in the case of this repro project, it is the result of the TMP Essential Resources which contain the shaders missing from the project.

    Update (subsequent to reading your most recent posts)
    (1) The TMP Essential Resources are required as they contain the shaders and other resources used by the package.
    (2) I am first testing the migration with the TMP Essential Resources from version 1.3.0. I will also test with updated TMP Essential Resources from version 1.4.0 and 2.0.0.
    (3) I will also look into the fallbacks and layout to make sure it is also correct.

    Also downloading your revised Rewind.zip file.
     
    Last edited: Apr 10, 2019
  20. Stephan_B

    Stephan_B

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    Just to make sure I have a valid reference, this is what I am getting using your Fonts from your Rewind.zip file combined with the TMP Essential Resources from version 1.3.0 of TMP.

    upload_2019-4-10_0-56-36.png

    Is the above result correct?

    The "TextMesh Pro" folder / content included in your Rewind.zip appears to have issues which is why I used / re-imported the TMP Essential Resources from version 1.3.0.
     
  21. Stephan_B

    Stephan_B

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    The source of the freeze / crash is definitely related to AssetDatabase.SaveAssets() which the modification I posted above will allow you to get around. This is not the final change as I need to make sure the modified / converted font assets are saved correctly.

    Assuming the above text rendering / layout is correct, there is definite issue related to fallbacks in the conversion which I am now looking into. The good new is that I am able to revert back from 2.0.0 to 1.3.0 where everything once again renders correctly.

    I'll post back as soon as I have a identify the cause of the fallback issue and potential solution / changes to address that.
     
    Last edited: Apr 10, 2019
  22. 5argon

    5argon

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    Yes, this is the correct result along with the font falling back correctly.
     
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  23. Cascho01

    Cascho01

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    Just being curious, I don´t see 2019.1.0f1 as the latest release yet (it´s 2018.3.12 here).

    Edit:
    Ah, it´s in the beta section, but shouldn´t it be named "2019.1.0b_" then? :rolleyes:
    "f" means final...
     
    Last edited: Apr 10, 2019
  24. 5argon

    5argon

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    It is now a release candidate (RC), no other feature code will be added to limit regression. However until the real release they could still add bug fixes (like this one). https://forum.unity.com/threads/unity-2019-1-0-release-candidate-1-has-been-released.658123/
     
  25. Cascho01

    Cascho01

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    So what about 2019.1.0rc1 ;)
     
    Last edited: Apr 10, 2019
  26. Stephan_B

    Stephan_B

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    As soon as I have a full solution for this issue, I'll release a new version of TMP which I am hoping to do later today / tomorrow given the nature of this issue.
     
  27. Stephan_B

    Stephan_B

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    Just letting everyone know that I am still working on this and will provide an update as soon as possible.
     
  28. Peter77

    Peter77

    QA Jesus

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    Hey Stephan, just want to say thank you for always providing help and being so active and approachable in the forums.
     
  29. Stephan_B

    Stephan_B

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    You are most welcome and thank you all for your patience and working with me when we uncover issues and obviously for using TMP and Unity :)

    Now in terms of the issues uncovered in this thread, I believe I have a solution for all of those and should be able to get things wrapped / tested tomorrow (ie. later today when I wake up since it is almost 5:00 am now).

    Assuming all goes well, I will submit / push a new version of TMP hopefully on Friday. This new release will be version 1.4.1 for Unity 2018.3 and 2.0.1 for Unity 2019.1 or newer. I will also try to provide code changes so you don't have to wait for the new release to get these changes.
     
  30. charlesb_rm

    charlesb_rm

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    on that page, you have to click the "Archive" tab to see all beta versions
     
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  31. YilmazInnoGames

    YilmazInnoGames

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    2019.1.0f2 just got officially released. I guess the fix for TMP didn't make it in time?
     
  32. LeonhardP

    LeonhardP

    Unity Technologies

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    ->
     
  33. Stephan_B

    Stephan_B

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    I have a new package ready which I will be doing some final testing on tomorrow. I will provide this package here which you can embed locally for testing until the package is officially available via package manager.
     
  34. Stephan_B

    Stephan_B

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    TMP package version 1.4.1-preview.1 and 2.0.1-preview.1 have been submitted and should be available shortly.

    Please give version 2.0.1-preview.1 for Unity 2019.1 a try. It should resolve all reported issues in this thread.
     
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  35. 5argon

    5argon

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    Thank you! It works great so far in my project opened in 2019.1.0f2!
     
  36. OldUnityFool

    OldUnityFool

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    How do you get the 2.0.1-preview.1. I don´t see it in the package manager.
     
  37. 5argon

    5argon

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    Maybe because I had
      "registry": "https://staging-packages.unity.com",
    in my manifest? I almost forgot that I had it.
     
  38. Stephan_B

    Stephan_B

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    Indeed. The new release 2.0.1-preview.1 is now available on the normal production releases.
     
  39. Stephan_B

    Stephan_B

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    I guess I should add some additional insight on the changes in this release.

    First, the crash was the result loading the scene which triggered the use of the AssetDatabase API where as the various font assets are getting converted, while at the same time the text objects in the scene being awoken and the TMP Settings instance where those are also getting loaded via AssetDatabase.Load() which in the deep bowels of Unity were resulting in some race condition. Ie. Once again, issue not specific to TMP but exposing some other deeper Unity issue which I have forwarded to the relevant team inside.

    To get around the issue, the font asset conversion no longer use the AssetDatabase API. So what are the consequences of this change? Inconsequential really. The AssetDatabase API was used to check if the font asset has the GUID of the font file that was used at some point to create the font asset and if one existed, it would try to load the font file and assigned it to the font asset. Now since these font assets being converted were all static, the reference to the source font file is not needed.

    Since the automatic assignment of a potential font file no longer occurs, users can manually select the font asset and assign the relevant font file to it. This is not necessary unless you plan on switching this font asset to dynamic which given its atlas texture would have been packed by the Font Asset Creator before, doesn't make much sense but if one chooses to do so, you will need to make sure you reset the font asset first via the font asset Reset context menu.

    Fallback references were also not handled correctly in the previous release. This has now been corrected.

    Lastly, legacy font assets that did not include the space character has such character synthesized which also wasn't taken into consideration in this font asset upgrade / conversion process.

    @5argon Thank you again for having provided the repro project which made it much easier for me to identify and resolve these issues.
     
    Last edited: Apr 20, 2019
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