Search Issue Tracker
Third Party Issue
Third Party Issue in 2022.1.X
Votes
0
Found in
2021.2.10f1
2022.1.0b7
Issue ID
UUM-2667
Regression
No
MissingReferenceException on the VolumeManager when entering Play mode
How to reproduce:
1. Open the user's attached project
2. Open the 'Operator' Scene
3. Enter the Play mode
Expected result: No exceptions are in the Console
Actual result: Multiple 'MissingReferenceException: The object of type 'Volume' has been destroyed but you are still trying to access it.' are thrown in the Console
Reproducible with: 12.1.4 (2021.2.10f1), 13.1.5 (2022.1.0b7)
Could not test with: 7.7.1 (2019.4.35f1), 10.8.1 (2020.3.27f1) (Multiple compile errors), 14.0.0 (2022.2.0a4) ('Exception: SteamApi_Init returned false. Steam isn't running, couldn't find Steam, AppId is ureleased, Don't own AppId.')
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Web][iOS] Web Player keeps restarting on launch when Native C/C++ Multithreading is enabled
- "Add Scene to Scenes in Build" pop-up reappears after Scene has already been added and another Multiplayer Editor Instance is loaded
- TableEntryAdded event is not triggered when a new entry is added in the Localization Tables window
- The macOS Player is built to a different folder than the selected one when the Player is built on Windows
- Editor memory leak in VisualElement when recompiling in a blank URP project
Resolution Note:
The issue is caused by double-registration of Volume components into VolumeManager by user code (DesktopManager.OnValidate() calling SetActive()). It is not supported to do object modifications such as calling SetActive() from OnValidate() (see https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnValidate.html). You can use EditorApplication.delayCall to defer the activation logic.
Resolution Note (2022.1.X):
The issue is caused by double-registration of Volume components into VolumeManager by user code (DesktopManager.OnValidate() calling SetActive()). It is not supported to do object modifications such as calling SetActive() from OnValidate() (see https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnValidate.html). You can use EditorApplication.delayCall to defer the activation logic.