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Weird behaviour when enable and/or disable gameobject in prefab

Discussion in 'Prefabs' started by aurelien-morel-ubiant, Dec 3, 2018.

  1. aurelien-morel-ubiant

    aurelien-morel-ubiant

    Joined:
    Sep 27, 2017
    Posts:
    275
    Hello guys,
    something weird happens in my 2018.3b12 (I didn't test with older beta revision) but when I disable and/or enable an object in one of my prefab those error messages are always thrown by the Engine :


    Code (CSharp):
    1. System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.
    2. 0x00000001414113F8 (Unity) StackWalker::GetCurrentCallstack
    3. 0x00000001414178A6 (Unity) StackWalker::ShowCallstack
    4. 0x00000001412FB12B (Unity) GetStacktrace
    5. 0x00000001401432FE (Unity) DebugStringToFile
    6. 0x0000000140A8886E (Unity) TransformChangeDispatch::SetSystemInterested
    7. 0x0000000141947228 (Unity) UI::Canvas::RemoveFromManager
    8. 0x00000001405B54BF (Unity) GameObject::ActivateAwakeRecursivelyInternal
    9. 0x00000001405B5292 (Unity) GameObject::ActivateAwakeRecursivelyInternal
    10. 0x00000001405B4FF2 (Unity) GameObject::ActivateAwakeRecursively
    11. 0x00000001405B5D0F (Unity) GameObject::AwakeFromLoad
    12. 0x0000000140ED2B6B (Unity) SerializedObject::ApplyModifiedPropertiesWithoutUndo
    13. 0x000000014237246E (Unity) SerializedObject_CUSTOM_ApplyModifiedProperties
    14. 0x000000004D0AE1D3 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.SerializedObject:ApplyModifiedProperties (UnityEditor.SerializedObject)
    15. 0x0000000057212D03 (Mono JIT Code) [GameObjectInspector.cs:328] UnityEditor.GameObjectInspector:DrawInspector ()
    16. 0x00000000571DF00B (Mono JIT Code) [GameObjectInspector.cs:243] UnityEditor.GameObjectInspector:OnHeaderGUI ()
    17. 0x000000004D093F90 (Mono JIT Code) [Editor.cs:673] UnityEditor.Editor:DrawHeader ()
    18. 0x000000004D08EE93 (Mono JIT Code) [InspectorWindow.cs:1534] UnityEditor.InspectorWindow:DrawEditorLargeHeader (UnityEditor.Editor[],int,bool&,UnityEngine.Rect&,UnityEditor.Editor,bool&)
    19. 0x000000004D08E5FB (Mono JIT Code) [InspectorWindow.cs:1502] UnityEditor.InspectorWindow:DrawEditorHeader (UnityEditor.Editor[],int,bool&,UnityEngine.Rect&,UnityEditor.Editor,UnityEngine.Object,bool&)
    20. 0x000000004D08C813 (Mono JIT Code) [InspectorWindow.cs:1430] UnityEditor.InspectorWindow:DrawEditor (UnityEditor.Editor[],int,bool,bool&,UnityEngine.Rect&)
    21. 0x000000004D089793 (Mono JIT Code) [InspectorWindow.cs:1307] UnityEditor.InspectorWindow:DrawEditors (UnityEditor.Editor[])
    22. 0x000000004D083C1B (Mono JIT Code) [InspectorWindow.cs:650] UnityEditor.InspectorWindow:OnGUI ()
    23. 0x000000004D13EEA0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    24. 0x00007FFED0A7BE8B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    25. 0x00007FFED0A01E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
    26. 0x00007FFED0A0B012 (mono-2.0-bdwgc) [object.c:3071] mono_runtime_invoke_checked
    27. 0x00007FFED0A0B7A9 (mono-2.0-bdwgc) [object.c:5262] mono_runtime_try_invoke_array
    28. 0x00007FFED0A0AFA6 (mono-2.0-bdwgc) [object.c:5140] mono_runtime_invoke_array_checked
    29. 0x00007FFED09AFED4 (mono-2.0-bdwgc) [icall.c:3358] ves_icall_InternalInvoke
    30. 0x000000003DCC6626 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    31. 0x000000003DCC4C2B (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    32. 0x000000003DA1456F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
    33. 0x000000003EF90153 (Mono JIT Code) [HostView.cs:342] UnityEditor.HostView:Invoke (string,object)
    34. 0x000000003EF8FED3 (Mono JIT Code) [HostView.cs:337] UnityEditor.HostView:Invoke (string)
    35. 0x000000003F038B33 (Mono JIT Code) [HostView.cs:303] UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    36. 0x000000003F037FA3 (Mono JIT Code) [DockArea.cs:364] UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect,bool,bool,bool)
    37. 0x000000003F02450B (Mono JIT Code) [DockArea.cs:323] UnityEditor.DockArea:OldOnGUI ()
    38. 0x000000003F00B15C (Mono JIT Code) [IMGUIContainer.cs:244] UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool)
    39. 0x000000003F00950B (Mono JIT Code) [IMGUIContainer.cs:440] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect)
    40. 0x000000003F003703 (Mono JIT Code) [IMGUIContainer.cs:421] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event)
    41. 0x000000003DF55B8B (Mono JIT Code) [IMGUIContainer.cs:401] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent (UnityEngine.Experimental.UIElements.EventBase)
    42. 0x000000003DF4A024 (Mono JIT Code) [EventDispatcher.cs:516] UnityEngine.Experimental.UIElements.EventDispatcher:ProcessEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.IPanel)
    43. 0x000000003DF4362B (Mono JIT Code) [EventDispatcher.cs:308] UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.IPanel,UnityEngine.Experimental.UIElements.DispatchMode)
    44. 0x000000003DF430F3 (Mono JIT Code) [Panel.cs:177] UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.DispatchMode)
    45. 0x000000003EFDB043 (Mono JIT Code) [UIElementsUtility.cs:248] UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    46. 0x000000003EFDA7AB (Mono JIT Code) [UIElementsUtility.cs:68] UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
    47. 0x000000003EFDA114 (Mono JIT Code) [GUIUtility.cs:179] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
    48. 0x000000003EFDA333 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    49. 0x00007FFED0A7BE8B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    50. 0x00007FFED0A01E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
    51. 0x00007FFED0A0AE3F (mono-2.0-bdwgc) [object.c:2966] mono_runtime_invoke
    52. 0x0000000140C0022A (Unity) scripting_method_invoke
    53. 0x0000000140BF07FA (Unity) ScriptingInvocation::Invoke
    54. 0x0000000140BEA85A (Unity) ScriptingInvocation::Invoke<bool>
    55. 0x000000014042E1DC (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    56. 0x000000014128CD2C (Unity) GUIView::ProcessRetainedMode
    57. 0x00000001414799F1 (Unity) GUIView::OnInputEvent
    58. 0x000000014128CC3C (Unity) GUIView::ProcessInputEvent
    59. 0x000000014147AF94 (Unity) GUIView::ProcessEventMessages
    60. 0x0000000141474049 (Unity) GUIView::GUIViewWndProc
    61. 0x00007FFF1564CA66 (USER32) DispatchMessageW
    62. 0x00007FFF1564C582 (USER32) DispatchMessageW
    63. 0x000000014149464F (Unity) MainMessageLoop
    64. 0x0000000141496146 (Unity) WinMain
    65. 0x00000001424755BA (Unity) __scrt_common_main_seh
    66. 0x00007FFF17D87E94 (KERNEL32) BaseThreadInitThunk
    67. 0x00007FFF17FD7AD1 (ntdll) RtlUserThreadStart
    68.  
    Code (CSharp):
    1. System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.
    2. 0x00000001414113F8 (Unity) StackWalker::GetCurrentCallstack
    3. 0x00000001414178A6 (Unity) StackWalker::ShowCallstack
    4. 0x00000001412FB12B (Unity) GetStacktrace
    5. 0x00000001401432FE (Unity) DebugStringToFile
    6. 0x0000000140A8886E (Unity) TransformChangeDispatch::SetSystemInterested
    7. 0x000000014194724A (Unity) UI::Canvas::RemoveFromManager
    8. 0x00000001405B54BF (Unity) GameObject::ActivateAwakeRecursivelyInternal
    9. 0x00000001405B5292 (Unity) GameObject::ActivateAwakeRecursivelyInternal
    10. 0x00000001405B4FF2 (Unity) GameObject::ActivateAwakeRecursively
    11. 0x00000001405B5D0F (Unity) GameObject::AwakeFromLoad
    12. 0x0000000140ED2B6B (Unity) SerializedObject::ApplyModifiedPropertiesWithoutUndo
    13. 0x000000014237246E (Unity) SerializedObject_CUSTOM_ApplyModifiedProperties
    14. 0x000000004D0AE1D3 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.SerializedObject:ApplyModifiedProperties (UnityEditor.SerializedObject)
    15. 0x0000000057212D03 (Mono JIT Code) [GameObjectInspector.cs:328] UnityEditor.GameObjectInspector:DrawInspector ()
    16. 0x00000000571DF00B (Mono JIT Code) [GameObjectInspector.cs:243] UnityEditor.GameObjectInspector:OnHeaderGUI ()
    17. 0x000000004D093F90 (Mono JIT Code) [Editor.cs:673] UnityEditor.Editor:DrawHeader ()
    18. 0x000000004D08EE93 (Mono JIT Code) [InspectorWindow.cs:1534] UnityEditor.InspectorWindow:DrawEditorLargeHeader (UnityEditor.Editor[],int,bool&,UnityEngine.Rect&,UnityEditor.Editor,bool&)
    19. 0x000000004D08E5FB (Mono JIT Code) [InspectorWindow.cs:1502] UnityEditor.InspectorWindow:DrawEditorHeader (UnityEditor.Editor[],int,bool&,UnityEngine.Rect&,UnityEditor.Editor,UnityEngine.Object,bool&)
    20. 0x000000004D08C813 (Mono JIT Code) [InspectorWindow.cs:1430] UnityEditor.InspectorWindow:DrawEditor (UnityEditor.Editor[],int,bool,bool&,UnityEngine.Rect&)
    21. 0x000000004D089793 (Mono JIT Code) [InspectorWindow.cs:1307] UnityEditor.InspectorWindow:DrawEditors (UnityEditor.Editor[])
    22. 0x000000004D083C1B (Mono JIT Code) [InspectorWindow.cs:650] UnityEditor.InspectorWindow:OnGUI ()
    23. 0x000000004D13EEA0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    24. 0x00007FFED0A7BE8B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    25. 0x00007FFED0A01E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
    26. 0x00007FFED0A0B012 (mono-2.0-bdwgc) [object.c:3071] mono_runtime_invoke_checked
    27. 0x00007FFED0A0B7A9 (mono-2.0-bdwgc) [object.c:5262] mono_runtime_try_invoke_array
    28. 0x00007FFED0A0AFA6 (mono-2.0-bdwgc) [object.c:5140] mono_runtime_invoke_array_checked
    29. 0x00007FFED09AFED4 (mono-2.0-bdwgc) [icall.c:3358] ves_icall_InternalInvoke
    30. 0x000000003DCC6626 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    31. 0x000000003DCC4C2B (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    32. 0x000000003DA1456F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
    33. 0x000000003EF90153 (Mono JIT Code) [HostView.cs:342] UnityEditor.HostView:Invoke (string,object)
    34. 0x000000003EF8FED3 (Mono JIT Code) [HostView.cs:337] UnityEditor.HostView:Invoke (string)
    35. 0x000000003F038B33 (Mono JIT Code) [HostView.cs:303] UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    36. 0x000000003F037FA3 (Mono JIT Code) [DockArea.cs:364] UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect,bool,bool,bool)
    37. 0x000000003F02450B (Mono JIT Code) [DockArea.cs:323] UnityEditor.DockArea:OldOnGUI ()
    38. 0x000000003F00B15C (Mono JIT Code) [IMGUIContainer.cs:244] UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool)
    39. 0x000000003F00950B (Mono JIT Code) [IMGUIContainer.cs:440] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect)
    40. 0x000000003F003703 (Mono JIT Code) [IMGUIContainer.cs:421] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event)
    41. 0x000000003DF55B8B (Mono JIT Code) [IMGUIContainer.cs:401] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent (UnityEngine.Experimental.UIElements.EventBase)
    42. 0x000000003DF4A024 (Mono JIT Code) [EventDispatcher.cs:516] UnityEngine.Experimental.UIElements.EventDispatcher:ProcessEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.IPanel)
    43. 0x000000003DF4362B (Mono JIT Code) [EventDispatcher.cs:308] UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.IPanel,UnityEngine.Experimental.UIElements.DispatchMode)
    44. 0x000000003DF430F3 (Mono JIT Code) [Panel.cs:177] UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.DispatchMode)
    45. 0x000000003EFDB043 (Mono JIT Code) [UIElementsUtility.cs:248] UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    46. 0x000000003EFDA7AB (Mono JIT Code) [UIElementsUtility.cs:68] UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
    47. 0x000000003EFDA114 (Mono JIT Code) [GUIUtility.cs:179] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
    48. 0x000000003EFDA333 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    49. 0x00007FFED0A7BE8B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    50. 0x00007FFED0A01E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
    51. 0x00007FFED0A0AE3F (mono-2.0-bdwgc) [object.c:2966] mono_runtime_invoke
    52. 0x0000000140C0022A (Unity) scripting_method_invoke
    53. 0x0000000140BF07FA (Unity) ScriptingInvocation::Invoke
    54. 0x0000000140BEA85A (Unity) ScriptingInvocation::Invoke<bool>
    55. 0x000000014042E1DC (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    56. 0x000000014128CD2C (Unity) GUIView::ProcessRetainedMode
    57. 0x00000001414799F1 (Unity) GUIView::OnInputEvent
    58. 0x000000014128CC3C (Unity) GUIView::ProcessInputEvent
    59. 0x000000014147AF94 (Unity) GUIView::ProcessEventMessages
    60. 0x0000000141474049 (Unity) GUIView::GUIViewWndProc
    61. 0x00007FFF1564CA66 (USER32) DispatchMessageW
    62. 0x00007FFF1564C582 (USER32) DispatchMessageW
    63. 0x000000014149464F (Unity) MainMessageLoop
    64. 0x0000000141496146 (Unity) WinMain
    65. 0x00000001424755BA (Unity) __scrt_common_main_seh
    66. 0x00007FFF17D87E94 (KERNEL32) BaseThreadInitThunk
    67. 0x00007FFF17FD7AD1 (ntdll) RtlUserThreadStart
    68.  
    and if this enable and/or disable step is done in Prefab mode with auto-save (I think it's just when it saves) an additional message is thrown :

    Code (CSharp):
    1. System is already interested in this transform, SetSystemInterested may only be called once.
    2. 0x00000001414113F8 (Unity) StackWalker::GetCurrentCallstack
    3. 0x00000001414178A6 (Unity) StackWalker::ShowCallstack
    4. 0x00000001412FB12B (Unity) GetStacktrace
    5. 0x00000001401432FE (Unity) DebugStringToFile
    6. 0x0000000140A887B5 (Unity) TransformChangeDispatch::SetSystemInterested
    7. 0x0000000141941AD0 (Unity) UI::Canvas::AddToManager
    8. 0x0000000141942024 (Unity) UI::Canvas::AwakeFromLoad
    9. 0x0000000140C529B5 (Unity) AwakeFromLoadQueue::InvokeAwakeFromLoad
    10. 0x0000000140C4D6A1 (Unity) AwakeFromLoadQueue::AwakeFromLoad
    11. 0x00000001405B5003 (Unity) GameObject::ActivateAwakeRecursively
    12. 0x00000001405B5D0F (Unity) GameObject::AwakeFromLoad
    13. 0x0000000140C529B5 (Unity) AwakeFromLoadQueue::InvokeAwakeFromLoad
    14. 0x0000000140C4D6A1 (Unity) AwakeFromLoadQueue::AwakeFromLoad
    15. 0x0000000140E4A953 (Unity) MergeAllPrefabInstancesInScenes
    16. 0x0000000140E48DCA (Unity) MergeAllPrefabInstances
    17. 0x0000000141EFE059 (Unity) AssetInterface::StopAssetEditing
    18. 0x0000000141EEEFF8 (Unity) AssetInterface::ImportAtPath
    19. 0x0000000141EACC47 (Unity) AssetDatabase::ImportAtPath
    20. 0x0000000140E2FB86 (Unity) SavePrefab
    21. 0x00000001410354D3 (Unity) PrefabUtilityBindings::SavePrefab_Internal
    22. 0x0000000142360EFE (Unity) PrefabUtility_CUSTOM_SavePrefab_Internal
    23. 0x000000006A13C907 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.PrefabUtility:SavePrefab_Internal (UnityEngine.GameObject,string,UnityEditor.ReplacePrefabOptions,UnityEditor.PrefabUtility/PrefabCreationFlags,bool&)
    24. 0x000000006A13B6DB (Mono JIT Code) [PrefabUtility.bindings.cs:194] UnityEditor.PrefabUtility:SavePrefab (UnityEngine.GameObject,string,UnityEditor.ReplacePrefabOptions,UnityEditor.PrefabUtility/PrefabCreationFlags,bool&)
    25. 0x000000006A13A823 (Mono JIT Code) [PrefabUtility.cs:1158] UnityEditor.PrefabUtility:SaveAsPrefabAsset (UnityEngine.GameObject,string,bool&)
    26. 0x000000006A139B0B (Mono JIT Code) [PrefabStage.cs:366] UnityEditor.Experimental.SceneManagement.PrefabStage:SavePrefab ()
    27. 0x000000006A137B0B (Mono JIT Code) [PrefabStage.cs:513] UnityEditor.Experimental.SceneManagement.PrefabStage:SavePrefabWithVersionControlDialogAndRenameDialog ()
    28. 0x000000006A1D248B (Mono JIT Code) [PrefabStage.cs:471] UnityEditor.Experimental.SceneManagement.PrefabStage:PerformDelayedAutoSave ()
    29. 0x000000004D0F0837 (Mono JIT Code) (wrapper delegate-invoke) <Module>:invoke_void ()
    30. 0x000000004D0F053D (Mono JIT Code) [EditorApplication.cs:200] UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
    31. 0x000000004D02C625 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
    32. 0x00007FFED0A7BE8B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    33. 0x00007FFED0A01E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
    34. 0x00007FFED0A0AE3F (mono-2.0-bdwgc) [object.c:2966] mono_runtime_invoke
    35. 0x0000000140BED07B (Unity) CallStaticMonoMethod
    36. 0x0000000140BECE0B (Unity) CallStaticMonoMethod
    37. 0x00000001412D7903 (Unity) SceneTracker::Update
    38. 0x0000000141337BD4 (Unity) Application::TickTimer
    39. 0x00000001414944AB (Unity) MainMessageLoop
    40. 0x0000000141496146 (Unity) WinMain
    41. 0x00000001424755BA (Unity) __scrt_common_main_seh
    42. 0x00007FFF17D87E94 (KERNEL32) BaseThreadInitThunk
    43. 0x00007FFF17FD7AD1 (ntdll) RtlUserThreadStart
    44.  
    I don't try to create a sample project for now because I think it will be project dependant but as soon as I can I will check this.
     
  2. aurelien-morel-ubiant

    aurelien-morel-ubiant

    Joined:
    Sep 27, 2017
    Posts:
    275
    Lil' update : I found the reason of this issue. But I don't know how could this happen...
    It was due to a multiple canvas component on a single objet which is forbidden. Probably something wrong happens during some import process between 2017 and 2018.
    Btw it's solved.

    I don't know if I need to report this anyway ?
     
  3. SteenLund

    SteenLund

    Unity Technologies

    Joined:
    Jan 20, 2011
    Posts:
    639
    We have previously had issues with the prefab merge leaving dangling objects or multiple objects in the prefab file, but due to the old prefab load code this would rarely cause any harm.

    In the new implementation we reuse a lot of the scene loading code which also means that we try to fix dangling objects this could have caused the issue. Would be interesting to see your original prefab before it was updated.
     
    aurelien-morel-ubiant likes this.
  4. aurelien-morel-ubiant

    aurelien-morel-ubiant

    Joined:
    Sep 27, 2017
    Posts:
    275
    I checked this morning in my old project in 2017.4. And all was fine, only one canvas was setup for this object.

    But I need to figure out if it's not a joke from one of our developers with its automatic script patching object implemented in the meantimes...
     
    Last edited: Dec 3, 2018
  5. SteenLund

    SteenLund

    Unity Technologies

    Joined:
    Jan 20, 2011
    Posts:
    639
    Did you check the source file on disk or simply look at the prefab in Unity?
     
  6. aurelien-morel-ubiant

    aurelien-morel-ubiant

    Joined:
    Sep 27, 2017
    Posts:
    275
    I just look at the prefab in Unity.
    My experimentation this afternoon was to look what happens when I import 2017 project into 2018 engine. The canvas is duplicated just after the import process.
    I will take a look now to the source file on disk.

    Do I have to notice something particular ?

    Cause currently I can see 2 canvas display as a component in the prefab source file. The GameObject reference is 1996409971489344.


    Code (CSharp):
    1. --- !u!1 &1996409971489344
    2. GameObject:
    3.   m_ObjectHideFlags: 0
    4.   m_CorrespondingSourceObject: {fileID: 0}
    5.   m_PrefabInstance: {fileID: 0}
    6.   m_PrefabAsset: {fileID: 0}
    7.   serializedVersion: 6
    8.   m_Component:
    9.   - component: {fileID: 224725620508487358}
    10.   - component: {fileID: 222138743199899482}
    11.   - component: {fileID: 223581742922818022}
    12.   - component: {fileID: 223962677187857214}
    13.   m_Layer: 0
    14.   m_Name: Separator
    15.   m_TagString: Untagged
    16.   m_Icon: {fileID: 0}
    17.   m_NavMeshLayer: 0
    18.   m_StaticEditorFlags: 0
    19.   m_IsActive: 1
    20. --- !u!224 &224725620508487358
    21. RectTransform:
    22.   m_ObjectHideFlags: 0
    23.   m_CorrespondingSourceObject: {fileID: 0}
    24.   m_PrefabInstance: {fileID: 0}
    25.   m_PrefabAsset: {fileID: 0}
    26.   m_GameObject: {fileID: 1996409971489344}
    27.   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
    28.   m_LocalPosition: {x: 0, y: 0, z: 0}
    29.   m_LocalScale: {x: 1, y: 1, z: 1}
    30.   m_Children: []
    31.   m_Father: {fileID: 224619638425171874}
    32.   m_RootOrder: 1
    33.   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
    34.   m_AnchorMin: {x: 0, y: 0}
    35.   m_AnchorMax: {x: 0, y: 1}
    36.   m_AnchoredPosition: {x: 0, y: 0}
    37.   m_SizeDelta: {x: 1, y: 0}
    38.   m_Pivot: {x: 0.5, y: 0.5}
    39. --- !u!222 &222138743199899482
    40. CanvasRenderer:
    41.   m_ObjectHideFlags: 0
    42.   m_CorrespondingSourceObject: {fileID: 0}
    43.   m_PrefabInstance: {fileID: 0}
    44.   m_PrefabAsset: {fileID: 0}
    45.   m_GameObject: {fileID: 1996409971489344}
    46.   m_CullTransparentMesh: 0
    47. --- !u!223 &223581742922818022
    48. Canvas:
    49.   m_ObjectHideFlags: 0
    50.   m_CorrespondingSourceObject: {fileID: 0}
    51.   m_PrefabInstance: {fileID: 0}
    52.   m_PrefabAsset: {fileID: 0}
    53.   m_GameObject: {fileID: 1996409971489344}
    54.   m_Enabled: 1
    55.   serializedVersion: 3
    56.   m_RenderMode: 2
    57.   m_Camera: {fileID: 0}
    58.   m_PlaneDistance: 100
    59.   m_PixelPerfect: 1
    60.   m_ReceivesEvents: 1
    61.   m_OverrideSorting: 1
    62.   m_OverridePixelPerfect: 1
    63.   m_SortingBucketNormalizedSize: 0
    64.   m_AdditionalShaderChannelsFlag: 0
    65.   m_SortingLayerID: 0
    66.   m_SortingOrder: 100
    67.   m_TargetDisplay: 0
    68. --- !u!223 &223962677187857214
    69. Canvas:
    70.   m_ObjectHideFlags: 0
    71.   m_CorrespondingSourceObject: {fileID: 0}
    72.   m_PrefabInstance: {fileID: 0}
    73.   m_PrefabAsset: {fileID: 0}
    74.   m_GameObject: {fileID: 1996409971489344}
    75.   m_Enabled: 1
    76.   serializedVersion: 3
    77.   m_RenderMode: 2
    78.   m_Camera: {fileID: 0}
    79.   m_PlaneDistance: 100
    80.   m_PixelPerfect: 1
    81.   m_ReceivesEvents: 1
    82.   m_OverrideSorting: 1
    83.   m_OverridePixelPerfect: 1
    84.   m_SortingBucketNormalizedSize: 0
    85.   m_AdditionalShaderChannelsFlag: 0
    86.   m_SortingLayerID: 0
    87.   m_SortingOrder: 100
    88.   m_TargetDisplay: 0
     
    Last edited: Dec 3, 2018
  7. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    And @SteenLund , I checked on 2017 and this double references doesn't exist.
    So it's something that happens during the importation process from 2017.4 to 2018.3b12
     
  8. SteenLund

    SteenLund

    Unity Technologies

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    Is the attached file before or after the upgrade?
     
  9. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    The attached file in this post is the 2018.3b12 exported version.
    But tomorrow morning, I can create a sample project and post file state on 2017.4 and file state after the upgrade if this can help you ?
     
  10. SteenLund

    SteenLund

    Unity Technologies

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    Yeah, it is the file from 2017.4 that is interesting to begin with. If this does not have multiple canvas, then something is wrong in the upgrade process.
     
  11. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    I will check and upload it here this morning.
    I pretty sure there isn't multiple canvas on this particular gameobject in this prefab but there is 6 canvas on the entire prefab.
     
  12. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    So here we are @SteenLund
    I simplify at maximum my project in 2017.4 to one scene with the incriminated prefab which is ok (at least in Unity at seems ok)
    And I generated an upgraded project based on this one in 2018.3b12.

    I will upload my archive with those 2 project. The prefab in question is NavigationManager3D in the scene NavigationManager3D and the problematic part is on the object named "Separator".

    I will create a ticket with this jsut to let you have a ticket number in your pipe process even if it will not follow the common project structure that you have during a basic crash/bug upload.

    Ticket number : ????? (I will update this as soon as I have a ticker number)
     

    Attached Files:

    LeonhardP likes this.
  13. SteenLund

    SteenLund

    Unity Technologies

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    Posts:
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    Hi,

    In your 2017 Project I see 3 CanvasRenderer and 7 Canvas.
    If you open NavigationManager3D.prefab and search for 1996409971489344, which is the ID of a GameObject. You will notice two Canvas where m_GameObject uses this ID this means both Canvas thinks they belong to the same GameObject. If you find the GameObject with the ID 1996409971489344 you will notice that it only refers to one of the Canvas, the one with ID 223581742922818022. You can safely delete the other Canvas from the source file, your prefab will still work.

    These leaking object is often the case of a bad merge in version control but the old prefab system never detected when it happened, we do now and try to handle more or less gracefully.
     
  14. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    So,
    it's definietly not a bug but just an intended behaviour in 2018.3 ?
    Or is it your concern to clean this duplicate component entry (I think not) but prefer to asking you ?

    That's why, when I import this simple project in 2018.3 I have this message ?

    "CheckConsistency: GameObject does not reference component Canvas. Fixing."
     
  15. SteenLund

    SteenLund

    Unity Technologies

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    Yup, not bug and yes this is why you get that message.
    We prefer to tell the user something is odd and then you should fix it. Silently deleting objects is not a good idea in my mind.
     
    aurelien-morel-ubiant likes this.
  16. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    Definietly agree :)

    "CheckConsistency: GameObject does not reference component Canvas. Fixing."

    is maybe not clear.
    You could maybe write this : "Fixing required" cause in the current state I was thinking Unity is trying to fix it.
     
  17. SteenLund

    SteenLund

    Unity Technologies

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    Unity does try to "fix" it but the only way it knows to do this is by attaching the component to the GameObject the component thinks it belongs to.
     
  18. aurelien-morel-ubiant

    aurelien-morel-ubiant

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    Ok makes sense ! We will just verifiy now when we see the "CheckConsistency" message