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Steps to reproduce:
1. Create new Unity project using Competitive Action Multiplayer Template
2. Open Build Profiles
3. Edit “Open Scene List” to only have “Scenes/MainMenu” scene (or any other scene)
4. Build the project
Actual results: Netcode warnings are thrown:
Expected results: No warnigns are thrown
Reproducible with versions: 6000.0.43f1, 6000.1.0b10, 6000.2.0a6 (Template 1.0.2)
Can’t test with versions: 2022.3.60f1
Tested on (OS): Apple M1 Max, Sequoia 15.2
Notes:
Unity.NetCode.Editor.NetcodeConfigEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new NetcodeConfigEditor. #0 PlatformStacktrace::GetStacktrace(int) #1 DebugStringToFile(DebugStringToFileData const&) #2 Scripting::CreateEngineScriptableObject(ScriptingObjectPtr, ScriptingExceptionPtr*) #3 ScriptableObject_CUSTOM_CreateScriptableObject(ScriptingBackendNativeObjectPtrOpaque*) #4 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.ScriptableObject:CreateScriptableObject (UnityEngine.ScriptableObject) #5 (Mono JIT Code) [ScriptableObject.bindings.cs:19] UnityEngine.ScriptableObject:.ctor () #6 (Mono JIT Code) [Editor.cs:421] UnityEditor.Editor:.ctor () #7 (Mono JIT Code) Unity.NetCode.Editor.NetcodeConfigEditor:.ctor () #8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) #9 mono_jit_runtime_invoke #10 do_runtime_invoke #11 mono_runtime_try_invoke_array #12 ves_icall_InternalInvoke #13 ves_icall_InternalInvoke_raw #14 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.RuntimeConstructorInfo:InternalInvoke (System.Reflection.RuntimeConstructorInfo,object,object[],System.Exception&) #15 (Mono JIT Code) System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool) #16 (Mono JIT Code) System.RuntimeType:CreateInstanceMono (bool,bool) #17 (Mono JIT Code) System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool) #18 (Mono JIT Code) System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&) #19 (Mono JIT Code) System.Activator:CreateInstance (System.Type,bool,bool) #20 (Mono JIT Code) System.Activator:CreateInstance (System.Type,bool) #21 (Mono JIT Code) System.Activator:CreateInstance (System.Type) #22 (Mono JIT Code) [BuildPipelineInterfaces.cs:221] UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<T_REF> (System.Type,object&,System.Collections.Generic.List`1<T_REF>&) #23 (Mono JIT Code) [BuildPipelineInterfaces.cs:288] UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks) #24 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int (object,intptr,intptr,intptr) #25 mono_jit_runtime_invoke #26 do_runtime_invoke #27 mono_runtime_invoke #28 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) #29 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) #30 Scripting::UnityEditor::Build::BuildPipelineInterfacesProxy::InitializeBuildCallbacks(int, ScriptingExceptionPtr*) #31 BuildPlayer(BuildPlayerSetup const&, BuildReporting::BuildReport&) #32 BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(ScriptingBackendNativeArrayPtrOpaque*, BindingsManagedSpan*, BindingsManagedSpan*, BuildTargetPlatformGroup, BuildTargetPlatform, int, BuildPlayerOptions, ScriptingBackendNativeArrayPtrOpaque*, unsigned char) #33 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck_Injected (string[],UnityEngine.Bindings.ManagedSpanWrapper&,UnityEngine.Bindings.ManagedSpanWrapper&,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool) #34 (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool) #35 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:169] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions) #36 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:96] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions) #37 (Mono JIT Code) [BuildProfileModuleUtil.cs:207] UnityEditor.Build.Profile.BuildProfileModuleUtil:CallInternalBuildMethods (bool,UnityEditor.BuildOptions) #38 (Mono JIT Code) [BuildProfileWindow.cs:498] UnityEditor.Build.Profile.BuildProfileWindow/<>c__DisplayClass41_0:<OnBuildButtonClicked>b__0 () #39 (Mono JIT Code) [EditorApplication.cs:399] UnityEditor.EditorApplication:Internal_CallDelayFunctions () #40 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr) #41 mono_jit_runtime_invoke #42 do_runtime_invoke #43 mono_runtime_invoke #44 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) #45 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) #46 Scripting::UnityEditor::EditorApplicationProxy::Internal_CallDelayFunctions(ScriptingExceptionPtr*) #47 Application::TickTimer() #48 -[EditorApplication onEditorUpdatesTickTimer] #49 __NSFireTimer #50 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ #51 __CFRunLoopDoTimer #52 __CFRunLoopDoTimers #53 __CFRunLoopRun #54 CFRunLoopRunSpecific #55 RunCurrentEventLoopInMode #56 ReceiveNextEventCommon #57 _BlockUntilNextEventMatchingListInModeWithFilter #58 _DPSNextEvent #59 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] #60 -[NSApplication run] #61 NSApplicationMain #62 EditorMain(int, char const**) #63 main #64 start
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