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Bug Multiple issues when building - duplicate identifiers, prefab goes missing, trouble opening scene

Discussion in 'Unity Version Control' started by mech_alina, Jun 12, 2022.

  1. mech_alina

    mech_alina

    Joined:
    Nov 3, 2020
    Posts:
    26
    Our team has been having very bad issues with PlasticSCM the last few weeks. It first appeared a few weeks ago when one of the pre-fabs was randomly disappeared. No idea how that happened, but ended up copying and pasting the file from an old changeset repo.

    Also every time someone opens unity, there is always pending changes that appear in plastic even if no changes are made. We have the compare data checkbox not just the timestamp in the Plastic options.

    Next was that a different prefab would keep getting disconnected and we would lose all work on a branch which happened a few times. We think this could be due to a merging bug. If we revert to the latest changeset and play in Editor its fine, as soon as we run the build though that pre-fab goes missing and then the game can not play in the editor.

    Today, after our team redoing the work that was lost due to Plastic, we were trying to do an Android build and multiple errors popped up as soon as the build started. See attached file for screenshot of console.

    Why are we losing data consistently? Why are there merge issues that look like they only appear during the Android build? Please help as this is holding up our studio.

    Unity version: 2021.2.9f1
    Plastic version (aka Version Control Package): 1.15.13 then upgraded to 1.15.18 to see if fixed anything - it did not.

    Error opening scene:
    Code (CSharp):
    1. Problem detected while opening the Scene file: 'Assets/Scenes/ExerciseSelectionScreenTut.unity'.
    2. Check the following logs for more details.
    3. 0x00007ff70bc704ad (Unity) StackWalker::GetCurrentCallstack
    4. 0x00007ff70bc77209 (Unity) StackWalker::ShowCallstack
    5. 0x00007ff70cbc3ed3 (Unity) GetStacktrace
    6. 0x00007ff70d246f7d (Unity) DebugStringToFile
    7. 0x00007ff70b89e9e7 (Unity) LoadSceneOperation::CompleteAwakeSequence
    8. 0x00007ff70b89ef72 (Unity) LoadSceneOperation::CompletePreloadManagerLoadSceneEditor
    9. 0x00007ff70b89fb1b (Unity) LoadSceneOperation::IntegrateMainThread
    10. 0x00007ff70b8a3711 (Unity) PreloadManager::UpdatePreloadingSingleStep
    11. 0x00007ff70b8a3cef (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
    12. 0x00007ff70ca5efb2 (Unity) EditorSceneManager::RestoreSceneBackups
    13. 0x00007ff70ca5c9d4 (Unity) EditorSceneManager::OpenSceneLoaded
    14. 0x00007ff70ca5b2a4 (Unity) EditorSceneManager::OpenScene
    15. 0x00007ff70c598a12 (Unity) EditorSceneManagerBindings::OpenScene
    16. 0x00007ff70b36cc2b (Unity) EditorSceneManager_CUSTOM_OpenScene_Injected
    17. 0x000001e8af863548 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.SceneManagement.EditorSceneManager:OpenScene_Injected (string,UnityEditor.SceneManagement.OpenSceneMode,UnityEngine.SceneManagement.Scene&)
    18. 0x000001e8af863463 (Mono JIT Code) UnityEditor.SceneManagement.EditorSceneManager:OpenScene (string,UnityEditor.SceneManagement.OpenSceneMode)
    19. 0x000001e8af862abb (Mono JIT Code) [PlayMakerProjectTools.cs:220] HutongGames.PlayMakerEditor.ProjectTools:GetAllPrefabFSMsInBuild ()
    20. 0x000001e8af8623d3 (Mono JIT Code) [PlayMakerProjectTools.cs:103] HutongGames.PlayMakerEditor.ProjectTools:DoPreprocessPrefabFSMsInBuild ()
    21. 0x000001e8af862013 (Mono JIT Code) [PlayMakerProjectTools.cs:57] HutongGames.PlayMakerEditor.ProjectTools:PreprocessPrefabFSMs ()
    22. 0x000001e8af861f73 (Mono JIT Code) [PlayMakerBuildCallbacks.cs:32] HutongGames.PlayMakerEditor.PlayMakerBuildCallbacks/PlayMakerPreProcessBuild:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport)
    23. 0x000001e8d272c0ad (Mono JIT Code) UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass16_0:<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport)
    24. 0x000001e83812c2be (Mono JIT Code) UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<T1_REF, T2_REF> (System.Collections.Generic.List`1<T1_REF>,System.Action`1<T1_REF>,System.Collections.Generic.List`1<T2_REF>,System.Action`1<T2_REF>,bool)
    25. 0x000001e8d272bc63 (Mono JIT Code) UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess (UnityEditor.Build.Reporting.BuildReport)
    26. 0x000001e902751378 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object (object,intptr,intptr,intptr)
    27. 0x00007ffefb48e034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    28. 0x00007ffefb3ce724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    29. 0x00007ffefb3ce8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    30. 0x00007ff70bb95804 (Unity) scripting_method_invoke
    31. 0x00007ff70bb90424 (Unity) ScriptingInvocation::Invoke
    32. 0x00007ff70bb89d65 (Unity) ScriptingInvocation::Invoke<void>
    33. 0x00007ff70bcc5f03 (Unity) Scripting::UnityEditor::Build::BuildPipelineInterfacesProxy::OnBuildPreProcess
    34. 0x00007ff70d5b883b (Unity) PreprocessPlayer
    35. 0x00007ff70d5a470b (Unity) BuildPlayer
    36. 0x00007ff70b4861ed (Unity) BuildPipeline::BuildPlayerInternalNoCheck
    37. 0x00007ff70b2ee73f (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
    38. 0x000001e8d271b327 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
    39. 0x000001e8d271aa93 (Mono JIT Code) UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    40. 0x000001e8d2717553 (Mono JIT Code) UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    41. 0x000001e8d2717063 (Mono JIT Code) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun (bool)
    42. 0x000001e8d1ea924b (Mono JIT Code) UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
    43. 0x000001e8d1e99163 (Mono JIT Code) UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
    44. 0x000001e8d1a8bfa3 (Mono JIT Code) UnityEditor.BuildPlayerWindow:OnGUI ()
    45. 0x000001e8370d1d9a (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    46. 0x000001e8370d1bb3 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    47. 0x000001e8340117bb (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    48. 0x000001e833f982ef (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    49. 0x000001e833f9759b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    50. 0x000001e833f92adb (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
    51. 0x000001e833f92943 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
    52. 0x000001e833f9249b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
    53. 0x000001e833f92353 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
    54. 0x000001e80b81669b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    55. 0x000001e80a64ef78 (Mono JIT Code) UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
    56. 0x000001e833f9151b (Mono JIT Code) UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    57. 0x000001e80a64d18e (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
    58. 0x000001e80a64cc8b (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    59. 0x000001e80b8035cb (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
    60. 0x000001e80b8019d3 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:OpenGate ()
    61. 0x000001e80b80190b (Mono JIT Code) UnityEngine.UIElements.EventDispatcherGate:Dispose ()
    62. 0x000001e80a64cf13 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    63. 0x000001e80a64c663 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    64. 0x000001e80a64c4db (Mono JIT Code) UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    65. 0x000001e833f7975b (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    66. 0x000001e833f79203 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    67. 0x000001e833f78fbf (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    68. 0x000001e833f78edb (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    69. 0x000001e833f78d2d (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    70. 0x000001e833f78de6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    71. 0x00007ffefb48e034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    72. 0x00007ffefb3ce724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    73. 0x00007ffefb3ce8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    74. 0x00007ff70bb95804 (Unity) scripting_method_invoke
    75. 0x00007ff70bb90424 (Unity) ScriptingInvocation::Invoke
    76. 0x00007ff70bb89d65 (Unity) ScriptingInvocation::Invoke<void>
    77. 0x00007ff70bc91d0a (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    78. 0x00007ff70c6bdd86 (Unity) GUIView::ProcessRetainedMode
    79. 0x00007ff70cbf3d5b (Unity) GUIView::OnInputEvent
    80. 0x00007ff70c6bdb97 (Unity) GUIView::ProcessInputEvent
    81. 0x00007ff70cbf4c77 (Unity) GUIView::ProcessEventMessages
    82. 0x00007ff70cbee87c (Unity) GUIView::GUIViewWndProc
    83. 0x00007fffa1f7e858 (USER32) CallWindowProcW
    84. 0x00007fffa1f7e299 (USER32) DispatchMessageW
    85. 0x00007ff70cbc9ef3 (Unity) MainMessageLoop
    86. 0x00007ff70cbce93b (Unity) WinMain
    87. 0x00007ff70dedfa72 (Unity) __scrt_common_main_seh
    88. 0x00007fffa36b7034 (KERNEL32) BaseThreadInitThunk
    89. 0x00007fffa3ee2651 (ntdll) RtlUserThreadStart
    Duplicate identifer (shows up many times, here is one example)
    Code (CSharp):
    1. Duplicate identifier 341999874. File: "Assets/Scenes/ExerciseScreen.unity".
    2. 0x00007ff70bc704ad (Unity) StackWalker::GetCurrentCallstack
    3. 0x00007ff70bc77209 (Unity) StackWalker::ShowCallstack
    4. 0x00007ff70cbc3ed3 (Unity) GetStacktrace
    5. 0x00007ff70d246f7d (Unity) DebugStringToFile
    6. 0x00007ff70bc38de9 (Unity) SerializedFile::IndexTextFile
    7. 0x00007ff70bc3ae2e (Unity) SerializedFile::InitializeRead
    8. 0x00007ff70bc1d190 (Unity) PersistentManager::GetStreamNameSpaceInternal
    9. 0x00007ff70bc1b653 (Unity) PersistentManager::GetAllFileIDsAndTypesFromPath
    10. 0x00007ff70b89f38e (Unity) GetFileIDsForLoadingScene
    11. 0x00007ff70b8a0c95 (Unity) LoadSceneOperation::Perform
    12. 0x00007ff70b8a213b (Unity) PreloadManager::ProcessSingleOperation
    13. 0x00007ff70b8a27a6 (Unity) PreloadManager::Run
    14. 0x00007ff70b9ffc07 (Unity) Thread::RunThreadWrapper
    15. 0x00007fffa36b7034 (KERNEL32) BaseThreadInitThunk
    16. 0x00007fffa3ee2651 (ntdll) RtlUserThreadStart
     

    Attached Files:

  2. mech_alina

    mech_alina

    Joined:
    Nov 3, 2020
    Posts:
    26
    Some additional context:

    We have now a scene that can open but everything within that scene is complete gone, like its corrupted. Even when reverting to previous changesets, this scene is still totally missing here. This is the same scene that is referenced with the duplicate identifier. I've tried reimporting all assets, deleting and redownloading the entire project, deleting that scene and trying to revert it, etc.

    Need a fix ASAP as this completely destroys our game.

    We have also reposted this to the plastic forums too (https://forum.plasticscm.com/topic/...rs-prefab-goes-missing-trouble-opening-scene/)
     
  3. carlosalba1985

    carlosalba1985

    Unity Technologies

    Joined:
    Jul 19, 2021
    Posts:
    842
    Hi,
    According to your feedback, you are somehow losing changes in files. It makes me think that some merge conflicts may not be properly resolved. But it's just a guess.
    You also mention duplicated identifiers and it makes me think, that there are duplicated files in the workspace.

    - If you are working with binary assets/files, you should enable file locks so this way, it's not possible that developers to modify the same asset in parallel and you can also avoid the merge conflicts: https://www.plasticscm.com/document...e#Chapter7:Configuringexclusivecheckout(Lock)

    - We also need to understand this problem. It makes me think that some issue happened when updating the workspace and downloading the data from the server so the local workspace is just partially updated.

    Can you run the following command on a cmd and share the output?
    Code (Boo):
    1. cm iostats YourOrganization@cloud --nettotalmb=128
    If you are connecting from a slow network, I would recommend you to enable these settings in the "C:\Users\xxx\AppData\Local\plastic4\client.conf" file. It will help to upoload/download data from slow networks:

    <UploadReadPoolSize>1</UploadReadPoolSize>
    <Upload_SendDataThreadCount>1</Upload_SendDataThreadCount>
    <DownloadPoolSize>1</DownloadPoolSize>

    - If the issue persists, please reach us at support@plasticscm.com and we will try to arrange a meeting with you to debug your setup.

    Regards,
    Carlos.
     
  4. mech_alina

    mech_alina

    Joined:
    Nov 3, 2020
    Posts:
    26
    Hello,

    I am going to set up a meeting. This problem is now persisting with other prefabs. We are not directly working with any binary files and not sure what if anything that needs to be locked to prevent duplicate identifiers of prefabs during a merge.

    Running the CMD command gives me this
    Code (CSharp):
    1. C:\Users\Alina>cm iostats YourOrganization@cloud --nettotalmb=128
    2. Performing network tests with server: YourOrganization@cloud. Please wait...
    3. Error: Can't resolve DNS entry for cloud.plasticscm.com
     
  5. carlosalba1985

    carlosalba1985

    Unity Technologies

    Joined:
    Jul 19, 2021
    Posts:
    842
    Note that you need to replace YourOrganization by your actual organization name.

    Please, upgrade the Version Control package to version 1.17.x We need to be sure you are using the latest versionb.