Help: Unity not responding while restoring package #42
Comments
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Hey thanks for reporting this issue! It's really helpful! This is the first time I've ever seen anything like it and sadly I can't make any educated assumptions from this. Some further questions:
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Hmm I can't reproduce this now, it's maybe this issue has fixed in Unity side host or something, I think... Question 1 was fine if already opened project. And question 2 is yes, it's able to connect to package host! When I got this situation again then I'll answer to you 3rd question! I'll temporary close this issue, and thanks to attention for my issue! |
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So, I got again this situation. Heres excluding json.net package info in manifest.json before and after Editor.log (before excluding json.net package info in manifest) If you have vscode, open new two file, and paste them each side then right click files to check diff. |
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Big hmm. Still can't make any conclusions. As you said only when excluding the package it does a script compilation (as seen in the To try track it down more, what about:
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Sorry for late reply, I was busy on my works 🙏
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Additional info about question 1 and 5, my project uses Unity's
{
"name": "ProblemSetScripts",
"references": [
"Unity.TextMeshPro"
]
}
{
"name": "Problems",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"ProblemSetScripts"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
} |
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It's so weird that the compilation fails. At least we can exclude UPM from the equation. I know you wrote in the "reproduce" that it's based off of a new project, but to confirm: Does this happen on a fresh project (No other code/asmdef in the Assets or other Unity packages)? Sorry that this issue takes times to resolve. |
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And to confirm the "works on my machine", would it be possible if you sent me a copy of your project? |
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Sure, this issue is difficult to reproduce in new projects. Here's temporary link.
Step to reproduce
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Sorry to get back to you at such a delayed time. 18 days later... I don't really know the context here. Are you trying to get past a beginners guide or are you developing a beginners guide? To progress this issue you're experiencing, here are my findings from my debugging session:
To recap: the issue seems to be that Unity freezes when calling Why did removing the
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Ohh... thanks to discover my project and explain about this, even solution! |
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Haha it's such a small contribution but yea sure why not :) And you're of course allowed to do whatever you want with the code I provided in the comment. Good luck with your project! It looked really good! |




Expected behavior
When clearing cached Library folder and reopen project, Unity's UPM will restore packages, includes
Newtonsoft.Json-for-Unity.Actual behavior
Unity is stucking in splash screen.
Task manager says one or more thread are wait for finishing Network I/O.
Steps to reproduce
jillejr.newtonsoft.json-for-unityvia UPMLibraryfolder in project foldermanifest.jsonthen Unity will successfully open project.Details
OS : Windows 10 Pro RS5 (1909) 64bit
Unity : 2019.3.3f1
Package version : 12.0.301
Checklist
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