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Скачать или смотреть Resolving C# Script Termination Issues After Merge in UnityEditor

  • vlogize
  • 2025-03-26
  • 2
Resolving C# Script Termination Issues After Merge in UnityEditor
c# script terminates unexpectedly after merge in UnityEditorc#unity game engine
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Описание к видео Resolving C# Script Termination Issues After Merge in UnityEditor

Learn how to prevent your C- scripts from terminating unexpectedly in UnityEditor after running a merge operation by implementing a main thread dispatcher.
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This video is based on the question https://stackoverflow.com/q/74471439/ asked by the user 'rocmon' ( https://stackoverflow.com/u/14520288/ ) and on the answer https://stackoverflow.com/a/74471855/ provided by the user 'derHugo' ( https://stackoverflow.com/u/7111561/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Troubleshooting C- Script Termination in UnityEditor After a Merge

If you've been using Unity and implementing features that involve external processes, you might have encountered a frustrating problem: your C- script unexpectedly terminates after a merge operation. This can happen, particularly when attempting to access Unity-specific API values in response to an asynchronous event. But fear not! This guide will guide you in resolving this issue effectively.

Understanding the Problem

When working with Unity's API, it's important to note that most of it is only accessible from the Unity main thread. In the scenario where a script terminates unexpectedly, such as when executing your merge operation in the background, you may face the inability to retrieve certain editor-related values if the process callback executes in a different thread. This leads to confusion and often leaves developers scrambling without exceptions being thrown.

Why It Happens

Main Thread Limitation: The Unity API must run on the main thread, while the process Exited event is executed asynchronously.

Event Handling: Accessing Unity API functions from a non-main thread can lead to unexpected terminations in your script.

The Solution: Implementing a Main Thread Dispatcher

To solve this issue, you can create a Main Thread Dispatcher that ensures your code executes on the Unity main thread after your process completes. Below are the step-by-step instructions to achieve this.

Step 1: Set Up the Merge Function

We will begin by modifying your merge function to include an event callback that adheres to the main thread constraints.

[[See Video to Reveal this Text or Code Snippet]]

This updated code structure ensures that the significant sections execute on the main thread, minimizing the risks of an unexpected termination.

Step 2: Explanation of the Code Modifications

Callback Function: The MainThreadCallback function houses the code that interacts with the Unity Editor and prevents script termination.

Unregistering Callback: By removing the callback after its first execution (EditorApplication.update -= MainThreadCallback;), you ensure that it only runs once, thus maintaining optimal performance and avoiding potential unwanted behavior in future updates.

Debugging: Including logs aids in debugging and provides clarity on the exit status of your batch merge process.

Conclusion

By recognizing the primary limitation of Unity’s API and learning how to manage threading issues through a Main Thread Dispatcher, you can streamline your C- scripts and ensure they run smoothly, even during complex operations like merging. Implementing the above-mentioned changes will help you avoid unexpected terminations, allowing for a more stable development experience in Unity.

Always remember to test thoroughly, as confirming these alterations in different scenarios will bolster your code's reliability.

If you have any further questions or variations you'd like to discuss, feel free to share in the comments below!

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