Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

Unity Integration 2018.1.4 update causing massive problems

+4 votes

Hello,

We recently updated to Wwise 2018.1.4 as well as the Unity Integration 2018.1.4 (from 2018.1.1), and bugs are causing severe slowdown with our team. We are using Unity 2018.2.14.

  1. It looks like the entire plugin was updated to use Unity Object references instead of strings for event and bank references. This is extremely invasive to our source control, and we were pretty taken aback that a change this extreme was made in a minor version update.
    • The updater is not catching all references, so we are constantly getting conflicts between different designer's reference objects. Part of this is because some objects aren't being set dirty by the plugin (we have to make a change to the component manually for the update to stick), and part of it is because we are using custom Ak.Wwise.Event-type variables, which it doesn't seem to always catch. We also have a strict scene-checkout system at our studio, and we had to carefully coordinate who submitted which scene changes, to mixed success.
    • Many of the event references in Unity are showing up as not assigned (red). Sometimes they are actually assigned in the background because of the legacy string data, but we have no way of telling.
    • We serialize AK.Wwise.Event through JsonUtility at times, which is now completely broken, since JsonUtility cannot keep references to objects.
    • These objects are being reimported every time we leave play mode. This is causing some of our AssetPostProcessors to fire, which compounds and increases the time it takes to enter and exit play mode.
  2. When resizing an Ak Event Playable in the Timeline editor, Unity crashes 100% of the time.
  3. AkEventPlayable is acting strange outside of play mode. We're getting errors from scrubbing back and forth on the timeline. I understand that audio is not currently supported in Edit mode, but:
    • currently it DOES work if we have recently gone into play mode, loaded the bank, and exited play mode, and
    • if we click on another object and go back to the timeline in question, we get the following error. Note that we can't get this reproduced 100% of the time, but for some designers/timelines, it's happening consistently:

Wwise: Unknown game object ID. Make sure the game object is registered before using it and do not use it once it was unregistered.: 1 (GameObject: PassengerCage Left (UnityEngine.GameObject)) (Instance ID: 268112)
UnityEngine.Debug:LogError(Object)
AkCallbackManager:PostCallbacks() (at Assets/Wwise/Deployment/API/Handwritten/Common/AkCallbackManager.cs:336)
AkSoundEngineController:LateUpdate() (at Assets/Wwise/Deployment/Components/AkSoundEngineController.cs:70)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

These issues are really slowing down our audio designers, and I'm hoping these can be addressed very soon.

 

Best,

Bryant

asked Jan 23, 2019 in General Discussion by Bryant C. (150 points)

1 Answer

0 votes

Was there ever any update to this or workaround posted?

"These objects are being reimported every time we leave play mode. This is causing some of our AssetPostProcessors to fire, which compounds and increases the time it takes to enter and exit play mode"

This is absolutely killer... we're having to wait 6 MINUTES before being able to test and play now. 
 
Please let me know if you managed to find some way around this @Bryant!
 
Best,
craigz
answered May 17, 2019 by Haven M. (190 points)
Hi there!

We did two things to fix this:

1. We optimized our postprocessors to do the minimum amount of work possible per asset.
2. I outline a fix in this post that helped a ton by skipping assets for events that didn't exist: https://www.audiokinetic.com/qa/5557/parsing-wwu-in-unity-takes-hours-with-requested-fix

It now takes only a few seconds between plays. We've also updated to 2018.1.7, so perhaps that helped a bit too.
...