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Votes
1
Found in
2021.3.45f1
2022.3.51f1
6000.0.24f1
6000.1.0a7
Issue ID
UUM-84868
Regression
No
CancellationTokenSource return a wrong value when the Token is created in a WebGL build
How to reproduce:
1. Open the “CTS_WebGL.zip“ project
2. Build and run the “SampleScene“ for WebGL
3. Enter “5“ into the text field in the Player
4. Press the “Start“ Button
5. Wait 5 seconds
6. Observe the text to the left of the “Stop“ Button
Expected result: “Is Cancelled: True“ is displayed
Actual result: “Is Cancelled: False“ is displayed
Reproducible in: 2021.3.45f1, 2022.3.51f1, 6000.0.24f1
Reproduced on: Windows 11 Pro (23H2), macOS 15.0.1 (M1) (by the reporter)
Not reproduced on: No other environment tested
Note: Works correctly in a Windows Player and the Editor
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Resolution Note:
Thank you for reporting a bug to Unity.
Managed (C#) threads aren’t supported due to the lack of a multithreaded garbage collection feature in WebAssembly.
Due to this limitation, anything in the C# System.Threading namespace isn’t supported. For example, any timeouts specified in System.Threading.CancellationTokenSource don’t actually time out, because the cancellation mechanism is based on System.Threading.Timer.
For more information please refer to "Lack of managed threading support" section of our documentation https://docs.unity3d.com/6000.1/Documentation/Manual/webgl-technical-overview.html.
Today we will be closing this case. Thank you again for taking the time to report this issue.