So for the last month of jumping back to my project I was trying to debug why Unity freezes after an event stops. It turns out it only freezes in the editor, builds work perfectly. I was trying to pin down the problem with windows’ event log and process viewer with no clues. I’ve searched through my code for every single possible problem I’m aware of and found nothing. There are no leaks, since the build behaves properly.
So the details and what I could find:
- Live Update is off. The editor freeze happens even when FMOD Studio is off.
- No version mismatches (that would make the build also not work). I used FMOD 2.03.07, even after updating to 2.03.08 nothing changed. Unity version is 6000.0.35f1
- Backend is IL2CPP.
- All FMOD settings sound.
- Played event is like the simplest possible one.
As a last ditch effort I tried to get help from ChatGPT and it was spitting various stuff like “there is this setting that was formerly in the settings, now you can only change it via code” which doesn’t tell me anything about the issue.
One simple detail I can give is that the freeze is so instant that even debug console logs in unity don’t stand a chance to log whether the event is stopping (I got a log for this like only once per tens of attempts)
Hi,
Thank you for the information.
Would it be possible to run the Unity Profiler to try identify the freeze.
Is there any audible stutters or is it only visual? Could we also run the Studio Profiler (FMOD Studio | Profiling) to see if the stutter is heard?
It’s difficult to profile anything inside Unity as the editor just literally stops. I can’t focus the app at all. I tried a few times to look at the profiler what happens and apparently jus nothing happens. It does register the normalized spikes of activity when actually triggering the event as well as my game logic, but nothing unusual is registered at the freeze. I specifically made a simple scene with just a button to play the sound, in another project with exactly the same audio logic as used in the previous one. Nothing apparently is registered by Unity Profiler.
As for your profiler I’m not sure if I’m doing it right, It’s my first time using that - I’ve recorded two sessions, just creating them a pressing record, then playing the scene in Unity. I’m not sure it it’s correct, because this profiler also didn’t show anything. I packaged the two sessions, but this forum doesn’t allow sending these.
I’ve found a thing actually, I played two sounds simultaneously, first one longer second one shorter in between. The shorter one didn’t cut off the longer one, the freeze happened after the long one finished.