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Extremely Long 'FullName' in 2022.1.24 #5

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harayuu9 opened this issue Jun 1, 2023 · 0 comments
Open

Extremely Long 'FullName' in 2022.1.24 #5

harayuu9 opened this issue Jun 1, 2023 · 0 comments

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@harayuu9
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harayuu9 commented Jun 1, 2023

Hello. I'm currently using Unity 2022.1.24 and I've encountered an issue when attempting to output to csv. Specifically, the 'fullname' field in the main_self.csv file generates strange content as shown below. At the stage of converting from raw to csv, a stack overflow exception was thrown, which may be part of the problem. I'm wondering if this version of Unity is not suitable for use. Given that the file structure of the raw file is not documented, I want to use this as the only way to analyze it. However, I am hesitant to use it because the output csv contains suspicious content.

jp:
現在、私はUnity 2022.1.24を使用しておりますが、csvへの出力を試みる際に問題に遭遇しています。具体的には、main_self.csvの'fullname'フィールドに、以下に示すような奇妙な内容が生成されてしまいます。rawからcsvへの変換ステージでスタックオーバーフローの例外が発生したので、それが問題の一部かもしれません。このバージョンのUnityが使用に適していないのか疑問に思っています。rawファイルのファイル構造が明示されていないため、分析する唯一の方法としてこれを利用したいのですが、出力されるcsvに疑わしい内容が含まれているため、その使用には躊躇しています。

Main Thread -> PlayerLoop -> EarlyUpdate.UpdatePreloading -> Loading.UpdatePreloading -> UpdatePreloading -> Application.WaitForAsyncOperationToComplete -> Preload Single Step -> Object.Register -> Object.Register -> Preload Single Step -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Preload Single Step -> Preload Single Step -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Loading.AwakeFromLoad -> Assembly-CSharp.dll!Namespace::MyScriptableObject.OnEnable() [Invoke] -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Preload Single Step -> Application.LoadLevelAsync Integrate -> UnloadScene -> Destroy -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Destroy -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Destroy -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Destroy -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Object.Unregister -> Destroy -> Destroy -> Destroy -> Destroy -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Object.Register -> Loading.AwakeFromLoad -> Loading.AwakeFromLoad -> Loading.AwakeFromLoad -> Assembly-CSharp.dll!Namespace::MyScriptableObject.OnEnable() [Invoke] -> Loading.ReadObject -> Loading.ReadObjectThreaded -> UpdatePreloading -> AssetBundle.asset -> AssetBundle.asset/allAssets [Forced assets loading] -> Application.WaitForAsyncOperationToComplete -> Preload Single Step -> Object.Register -> Object.Register -> Preload Single Step -> Object.Register -> Object.Register -> Object.Register -> Loading.AwakeFromLoad -> ProjectCode.dll!ProjectCode::Graph.OnEnable() [Invoke]

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