When instantiating a prefab in Unity 2018.3, you might run into an issue where all its Bolt components are reset to their default state.
That means, for example:
- The source of machines is reset to Macro, and the macro reference is None
- The variables component is entirely blank
- References to that prefab elsewhere in the project are missing
This happens for prefabs in projects that were created in the old prefab workflow (Unity 2018.2 and below) then opened in a newer version of Unity with the new prefab workflow (Unity 2018.3 and above).
The solution is simply to Reimport the affected prefabs. You can do so by selecting the prefabs, then choosing Assets > Reimport.
If you want to make sure you did not miss anything in your project, you can also use Assets > Reimport All. Note that a full reimport can be very long depending on the size of your project.
When building the unit database in 2018.3 or above, you might get the following error: Fatal error in GC: Too many heap allocations. This appears to be a bug in Unity's handling of garbage collection that was introduced in 2018.3 and is currently being investigated (Issue Tracker). The only guaranteed workaround at the moment is to revert to Unity 2018.2.
There is bug in Unity 2018.1 and Unity 2018.2 that causes a failure when loading some core Bolt assets. We filed a bug report here.
This bug does not affect Unity 2017.4, and has been reportedly fixed in Unity 2018.2.18f1.
- Unity 2018.1.x
- Unity 2018.2.0 — 2018.2.17
How does it affect you?
- You might lose project settings on editor restart, like your custom type options
- You might lose application variables on editor restart
- The setup wizard may restart even after having been completed
In some Unity and Bolt version combinations, the header text in nodes might be either cropped or overly spaced out.
This is caused by a Unity bug that was fixed in version 2018.2.3f1. From the changelog:
- (1047812) - Editor - Fixed issue where Unity did not calculate GUI text width correctly when GUIStyle used Word Wrap.
However, there seems to have been a regression, and another bug report has been filed. It is currently being investigated:
- (1089911) - GUI Text Width is not calculated correctly
You may get one of the following warnings or error dialogs when importing the Bolt package, either when installing it for the first time or when updating it to a new version:
- Assertion failed: Cancelling DisplayDialog because it was run from a thread that is not the main thread: Opening file failed Opening file /Assets/Ludiq/Bolt.Flow/Generated/UnitOptions.db: The process cannot access the file because it is being used by another process.
- A default asset was created for 'Assets/Ludiq/Bolt.Flow/Generated/UnitOptions.db' because the asset importer crashed on it last time.
We are unsure yet as to what conditions are causing this error to occur. However, the workaround is simple:
- Press the Cancel Button
- Restart Unity
- Run Tools > Bolt > Build Unit Options
This issue is already fixed in Bolt 2.
Some users are reporting issues with the version of sqlite3.dll bundled with Bolt. For some reason, their operating system fails to initialize it as a native plugin in Unity. The suggested workaround is to download this version of sqlite3.dll to replace the one located at Ludiq/Assemblies/sqlite3.dll. Make sure to restart Unity after replacing the DLL.
If you use another asset store package that includes sqlite3.dll, the Unity editor will output the above error.
The solution is simply to delete either sqlite3.dll: the one provided by Bolt in Ludiq/Assemblies, or the one provided by your other plugin.
Under some conditions we are currently unable to isolate, the Unity editor does not seem to honor LockReloadAssemblies while Bolt generates the inspector bridge scripts as part of the setup wizard. This causes the editor to recompile while the setup wizard is running, which prevents it from completing. Because it isn't complete, it restarts as soon as Unity finishes reloading the assemblies, in an endless loop.
In the mean time, the workaround is simply to skip inspector generation by hitting Next on this page of the setup wizard.
You can always generate inspectors manually later by using Tools > Ludiq > Generate Inspectors.... In most cases however, this isn't necessary for Bolt to work, though: it is only required if you are using CustomPropertyDrawers for your classes.
We will be removing inspector generation from the setup wizard in v.1.4.1 for this reason, unless we can find a workaround.
There are multiple conditions under which Bolt may fail to generate your documentation. This will not cause any issue, because documentation generation is not strictly required for Bolt to run. However, it will prevent Bolt from showing the built-in editor documentation for your custom scripts and third-party plugins.
You can click the Show log... link next to the documentation item that failed to generate to find the cause of the error. Most often, it is because MSBuild is missing from your Windows installation. You can fix this by downloading and installing MSBuild 14.0, then running the documentation generation again from Tools > Ludiq > Generate Documentation.
We are improving documentation generation in Bolt 2, which should make this requirement clearer and fix other causes of failure.