NodeCanvas Forums › Support › Editor crash after importing NodeCanvas
Hello
I just bought node canvas and wanted to try it but after importing it on my project every time I recompile my code Unity editor crashes, I haven’t started anything with NodeCanvas, just imported all the files. Now after I removed it, it work fine so it seems to be caused by having Node Canvas.
I’m using Unity 6000.0.16f1.
Here is the last log from the editor before the crash.
If needed I can send the whole editor log along with the .dmp file.
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An infinite import loop has been detected. The following Assets were imported multiple times, but no changes to them have been detected. Please check if any custom code is trying to import them: Assertion failed on expression: 'importerType != nullptr' UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string) UnityEngine.StackTraceUtility:ExtractStackTrace () UnityEngine.InputSystem.Editor.ProjectWideActionsAsset/ProjectSettingsProjectWideActionsAssetConverter:MoveInputManagerAssetActionsToProjectWideInputActionAsset () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs:110) UnityEngine.InputSystem.Editor.ProjectWideActionsAsset/ProjectSettingsProjectWideActionsAssetConverter/ProjectSettingsPostprocessor:OnPostprocessAllAssets (string[],string[],string[],string[],bool) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs:35) System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) System.Reflection.MethodBase:Invoke (object,object[]) UnityEditor.AssetPostprocessingInternal:InvokeMethod (System.Reflection.MethodInfo,object[]) UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[],bool) [./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs line 110] IsBaseOf : Derived type cannot be null UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string) UnityEngine.StackTraceUtility:ExtractStackTrace () UnityEngine.InputSystem.Editor.ProjectWideActionsAsset/ProjectSettingsProjectWideActionsAssetConverter:MoveInputManagerAssetActionsToProjectWideInputActionAsset () (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs:110) UnityEngine.InputSystem.Editor.ProjectWideActionsAsset/ProjectSettingsProjectWideActionsAssetConverter/ProjectSettingsPostprocessor:OnPostprocessAllAssets (string[],string[],string[],string[],bool) (at ./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs:35) System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) System.Reflection.MethodBase:Invoke (object,object[]) UnityEditor.AssetPostprocessingInternal:InvokeMethod (System.Reflection.MethodInfo,object[]) UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[],bool) [./Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsAsset.cs line 110] ================================================================= Native Crash Reporting ================================================================= Got a UNKNOWN while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ================================================================= Managed Stacktrace: ================================================================= at <unknown> <0xffffffff> at UnityEditor.AssetDatabase:SaveAssets <0x000bb> at ProjectSettingsProjectWideActionsAssetConverter:MoveInputManagerAssetActionsToProjectWideInputActionAsset <0x00f42> at ProjectSettingsPostprocessor:OnPostprocessAllAssets <0x000fa> at <Module>:runtime_invoke_void_object_object_object_object_byte <0x0021c> at <unknown> <0xffffffff> at System.Reflection.RuntimeMethodInfo:InternalInvoke <0x00151> at System.Reflection.RuntimeMethodInfo:Invoke <0x00522> at System.Reflection.MethodBase:Invoke <0x0008e> at UnityEditor.AssetPostprocessingInternal:InvokeMethod <0x002c2> at UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets <0x00a72> at <Module>:runtime_invoke_void_object_object_object_object_object_byte <0x00212> ================================================================= |
After some investigation, it turn out that having a build profiles inside the project with override player settings cause the issue.
Because when importing NodeCanvas it don’t add the Scripting define symbols inside the override player setting resulting in infinite reimport and Unity crash.
Adding manually the NODECANVAS define inside the override player setting resolve the issue.