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[Bug] Constant Editor Crashing on Using Firebase #1199
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I couldn't figure out how to label this issue, so I've labeled it for a human to triage. Hang tight. |
Hey @Moe-Baker, thanks for reaching out. For runtime crashes, I'm guessing that the instantiation of multiple SDKs using async/await could potentially introduce race conditions if ever any call to its functions is made before finishing initialization. As for compilation crashes, this is very rare, and could mean a bug within our SDK or an issue with the integration setup. That said, are you able to reproduce the same behavior with an MCVE? If so, any chance you could share this with us? It'll help us investigate this issue further. |
I can't really validate it with a minimal project; it's a very random crash. |
This crashes usually happening when we disable domain reloading while entering play mode and making C# script changes while in play mode. Edit: This is happening Windows 11, 10 and macOS (both Intel & Apple Silicon). Unity 21 LTS and Unity 6 |
Description
For the past 4 months our project has been plagued by constant Unity editor crashes.
After opening the project, the first play mode launch works fine, but the possibility of crashing starts racking up after that. It used to crash after every 5-6 play modes, now it crashes after about 2-3, and sometimes while just compiling code.
Reproducing the issue
No response
Firebase Unity SDK Version
12.6.0
Unity editor version
6.0000.0.40f1
Installation Method
Unity Package Manager
Problematic Firebase Component(s)
Firestore, Functions, Messaging, Database, Authentication
Other Firebase Component(s) in use
No response
Additional SDKs you are using
GameAnalytics, Adjust, Unity Services (Cloud Content Delivery, In App Purchasing, Vivox)
Targeted Platform(s)
Desktop
Unity editor platform
Windows
Scripting Runtime
IL2CPP
Release Distribution Type
Pre-built SDK from https://firebase.google.com/download/unity
Relevant Log Output
If using CocoaPods for Apple platforms, the project's Podfile.lock
No response
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