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Bug NullReferenceException when loading scene as addressable

Discussion in 'Universal Render Pipeline' started by unity_OSeBXw9aivkTJg, Jan 17, 2021.

  1. unity_OSeBXw9aivkTJg

    unity_OSeBXw9aivkTJg

    Joined:
    Jul 8, 2019
    Posts:
    19
    Hi, we were successfully using URP for our Android game, but now when we want to use Addressable and load scenes remotely this issue occurs when launching the scene, here is the stack trace:
    Code (CSharp):
    1. :340)
    2. UnityEngine.Rendering.Universal.Internal.PostProcessPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/Passes/PostProcessPass.cs:204)
    3. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Int32 eyeIndex) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/ScriptableRenderer.cs:734)
    4. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, Unity.Collections.NativeArray`1[T] blockRanges, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Int32 eyeIndex, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/ScriptableRenderer.cs:535)
    5. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/ScriptableRenderer.cs:417)
    6. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/UniversalRenderPipeline.cs:244)
    7. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/UniversalRenderPipeline.cs:337)
    8. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@8.2.0/Runtime/UniversalRenderPipeline.cs:149)
    9. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] cameras) (at <04258d1cdc1044248c2a17a6a31a3cf7>:0)
    10. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <04258d1cdc1044248c2a17a6a31a3cf7>:0)
    11. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    Unity version is 2020.1.9f1, URP version 8.2.0, Addressables version 1.8.5

    The only thing that we changes was to make the scene addressable, and load it with
    Addressables.LoadSceneAsync.
     
  2. erikabar

    erikabar

    Unity Technologies

    Joined:
    Jan 26, 2017
    Posts:
    36
    Hey, would you mind reporting this bug with a minimal project attached so we could have a look?
     
  3. unity_OSeBXw9aivkTJg

    unity_OSeBXw9aivkTJg

    Joined:
    Jul 8, 2019
    Posts:
    19
    Hey, my project is too big, and I cannot share it at the moment. I don't know how to create a minimal project, because I don't know what is causing this - there weren't any problems before we used addressables, and started appearing once we migrated scenes to be addressable.
     
  4. UnityMaru

    UnityMaru

    Community Engagement Manager Unity Technologies

    Joined:
    Mar 16, 2016
    Posts:
    1,227
    How big is the project?
     
  5. unity_OSeBXw9aivkTJg

    unity_OSeBXw9aivkTJg

    Joined:
    Jul 8, 2019
    Posts:
    19
    As I said, size is not the only issue, we cannot share our game code.
     
  6. UnityMaru

    UnityMaru

    Community Engagement Manager Unity Technologies

    Joined:
    Mar 16, 2016
    Posts:
    1,227
    How about as my colleague suggested as a minimal asset stripped of the game code - is this possible?