0
Cannot Reproduce

Trying to access Ludiq product container before it is initialized

Byron Wright 3 years ago updated by Sentient Play 2 years ago 4

Just installed, ran through the setup wizard. All the bolt related windows just show the loading spinner (preferences etc). Nothing seems to work. Looks like something is preventing it from initializing

Ludiq.ProductContainer.EnsureInitialized () (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Editor/Products/ProductContainer.cs:94)
Ludiq.ProductContainer.GetProduct (System.String productId) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Editor/Products/ProductContainer.cs:121)
Bolt.BoltProduct.get_instance () (at C:/Users/Lazlo/Projects/Ludiq/Bolt.Core/Editor/BoltProduct.cs:44)
Bolt.BoltProduct.HookUpdateWizard () (at C:/Users/Lazlo/Projects/Ludiq/Bolt.Core/Editor/BoltProduct.cs:85)


Bolt Version:
Unity Version:
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.NET Version (API Compatibility Level):

Unity 2017.3.0f3 Personal Edition (Mac).

Pending Review

I had this happen to me sometimes in debug builds, and Alt+Tabbing away from Unity and back usually makes the spinners disappear. For some reason, sometimes, the Unity editor doesn't send its "Update" event on which Bolt relies to do its initialization. If that doesn't work, you can try restarting the editor.

Also, trying to open a tool window before the spinners are done will cause the error you're getting. IIRC, sometimes, once this happens, the plugin container will never initialize until the editor is restarted (or until you enter/exit play mode).

Let me know if the plugin fails to load even after this!

I reset my layout to default and restarted Unity, etc and it eventually got past this issue.