Hi peeps
I’ve been working on my lil unity fork and I’ve been trying to tackle this async issue where unity is stuck in an editor loop when trying to close or start a new play session after I send something to a speckle stream . but! I’ve discovered the issue and wanted to get some input from the speckle-pros!
The Sender from speckle-unity
sends off data using the Helpers.Send
instead of the typical Operations.Send
. I switched out the helper method thinking I was keeping things up to date with the typical speckle logic, but when I switch out the helper method and try to send something that’s when unity goes into a never ending loop. I’ve done some testing around with different ways of handling that task but nothing seems to do the trick and when checking the threads on the unity profiler I can’t seem to locate any active tasks related to that send, so my assumption now is that something funky is happening on the Speckle side that Unity doesn’t know how to clean up manually.
I skimmed over both send calls to see if I could discover anything but no luck, could someone help me understand the difference between the two methods? and can the unity connector continue using this function or will it be deprecated?
I thought about opening an issue for this, but since Helpers.Send
works I thought a post would be better. @Jedd let me know if you want this tracked as an issue