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Question EnterPlayMode stuck on Hold on for 3+ Hrs, nervous to close Unity

Discussion in 'Editor & General Support' started by CelestialShark, Sep 22, 2022.

  1. CelestialShark

    CelestialShark

    Joined:
    Nov 20, 2021
    Posts:
    11
    Hi all,

    I have my game stuck on Hold on loading bar after I clicked on the play button. It has now been over 3 hours. I am no expert, but I assume this is because the scene loading script I tried implementing has an issue.

    I'm mainly here to ask if anyone knows a way to exit from the Unity loading bar. I want to close it, but I don't have the option to. I was thinking of using task manager to force quit Unity, but I'm afraid my game file will get corrupted. Do I have any options here?

    Edit: I think I'm stuck in a loop where two scenes are loading each other
     
  2. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    7,939
    You can pretty safely kill the Unity process in Task Manager.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,752
    Oh my goodness, it is 2022, nobody has to live like this!!!!

    Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    Here's how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally setting Unity up (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards
     
  4. CelestialShark

    CelestialShark

    Joined:
    Nov 20, 2021
    Posts:
    11
    Thank you so much for the resources, sir! I am new to GitHub LFS (just 2 weeks) and still didn't know about most of this (I am a noob pls excuse me!)

    Also, unfortunately, my terrain did get corrupted when reloading the game file, however, I have a hard backup from last week I can use :). It could have been worse!!! Let this be a lesson to anyone else viewing this thread to protect your work with proper tech in place!
     
    Kurt-Dekker likes this.