The add on make unity editor unresponsive.
Hello,
I have tested writing an add-on following the instructions from the page below:
https://rpgmakerunite.com/en/learn/013_eng.html#03a
When I enable the add-on, it causes the Unity Editor to become unstable and completely unresponsive. The UI elements break, making it impossible to click or continue working.
Is this a bug, or did I do something wrong? Please provide guidance.
RPG Maker Version: 1.2
Unity Version: 2021.3.28
The error:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at RPGMaker.Codebase.Runtime.Addon.AddonManager.InstantiateAddons () [0x00087] in G:\unityProj2\2021LTs28_RMU2\Assets\RPGMaker\Codebase\Runtime\Addon\Service\AddonManager.cs:1931
at RPGMaker.Codebase.Runtime.Addon.AddonManager.Refresh () [0x00054] in G:\unityProj2\2021LTs28_RMU2\Assets\RPGMaker\Codebase\Runtime\Addon\Service\AddonManager.cs:240
at RPGMaker.Codebase.Editor.Common.RpgMakerEditor.InitializeOnLoad () [0x00059] in G:\unityProj2\2021LTs28_RMU2\Assets\RPGMaker\Codebase\Editor\Common\RpgMakerEditor.cs:114
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <6d53f1ee8ee746e4b3c819c68e33f296>:0
--- End of inner exception stack trace ---
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in <6d53f1ee8ee746e4b3c819c68e33f296>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <6d53f1ee8ee746e4b3c819c68e33f296>:0
at UnityEditor.EditorAssemblies.ProcessInitializeOnLoadMethodAttributes () [0x000a5] in <308d48a21a3e462ba091bd758b25b1e6>:0
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()
code:
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I was able to replicate this issue so I'll get this reported. If you didn't fix it already, you can follow this video below to at least stop the frozen project.
- Exit project
- Delete the folder and meta files associated with plugin. In this below case I named the addon test.cs so I needed to delete the test folder and test.meta. These will be found in the projects Assets\RPGMaker\Codebase\Add-ons directory.
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Thank you very much, Baz! After deleting the folders and files as you recommended, the editor is now working again.
I would like to understand the cause of the error.
Is it a system bug, a mistake in my code, or a bug specific to version 1.2?
Did the previous versions have the same bug? And where can I download them?
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I have discovered another bug related to changing certain fonts that support the Thai language. I'm not sure if this also affects other foreign languages.
It causes the project to fail to build permanently. Even if the font is reverted to the original one, the build still fails.0 -
Can you reproduce the font issue in any project? If so, can you please give us the steps to reproduce?
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I created a new project and tried changing the language to Thai font. Strangely, the build was successful.
It might be because, in the project that failed to build, I attempted to add the "Arundina" font by installing it. However, the editor didn't recognize this font. So, I modified the fontmanager.cs file to manually add the font name to the list and placed the font in Assets/TextMesh Pro/Fonts. This may have caused the system to become permanently unstable.
When creating a new project, I found a way to make the "Arundina" font appear in the list by adding it to the folder:
D:\2021.3.28f1\Editor\Data\Resources\FontsI installed the Unity Editor there, and after doing so, I was able to use the font successfully.
I think some functions related to reading font names might have issues because I see incomplete font names in the list, as shown in the image.0 -
These below steps may resolve the issue:
1. Select Window - AssetManagement - Addressables - Groups:
2. Click Create Addressables Settings button:
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Can you give us specific fonts that are trying to be used so we can replicate this?
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You can download this font from the following link:
https://www.f0nt.com/release/arundina-by-sipa/However, the fix I mentioned earlier only resolves the issue in the editor. When building the project, the displayed text changes to a different font, which I assume is RMU's default font.
Even after setting the font file as addressable as you recommended, the issue remains unresolved.
But I found a way to make the selected font display correctly in the build. By setting the Title, Message, and Message_Name fonts in the Inspector so that the font list contains only one font, it displays correctly, as shown in the attached image.
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