我是靠谱客的博主 搞怪老虎,最近开发中收集的这篇文章主要介绍【Unity3d】【解决BUG思路】get_gameObject can only be called from the main thread,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

BUG:

11-02 14:38:46.703 6555-6934/net.lionbird.google.countryCreatorUS E/Unity: UnityException: get_gameObject can only be called from the main thread.
    Constructors and field initializers will be executed from the loading thread when loading a scene.
    Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
      at BannerViewController.GetbannerPosition (System.String id, Boolean _ipx) [0x00036] in D:projectsworldCreaterAssets_LBEngine_ScriptsBannerBannerViewController.cs:221 
      at BannerUpdate.updateSetting () [0x00030] in D:projectsworldCreaterAssets_LBEngine_ScriptsBannerBannerUpdate.cs:29 
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
        at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
      at (wrap

原因:

       SDK线程调用了主线程才可以调用的方法

解决方案:

        用代理封装要执行的方法。由Unity Update调用。

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;

public class MainThreadCall : MonoBehaviour {
    static object locker = new object();
    static List<Action> aList = new List<Action>();
    static int count = 0;

    public static int MainThreadID { get; private set; }

    private void Awake()
    {
        MainThreadID = Thread.CurrentThread.ManagedThreadId; 
    }
    // Update is called once per frame
    void Update () {
        if (count != 0)
        {
            lock (locker) {
                foreach (var a in aList)
                {
                    if(a!= null) a();
                }
                aList.Clear();
                count = 0;
            }
        }
	}

    private static void AddCall(Action a)
    {
        lock (locker) {
            aList.Add(a);
            count++;
        }
    }
    static public void SafeCallback(Action _a)
    {
        AddCall(_a);
    }
    static public void SafeCallback<T>(Action<T> _a, T p1)
    {
        Action tmp = () => { _a(p1); };
        AddCall(tmp);
    }
    static public void SafeCallback<T1, T2>(Action<T1, T2> _a, T1 p1, T2 p2)
    {
        Action tmp = () => { _a(p1, p2); };
        AddCall(tmp);
    }
    static public void SafeCallback<T1, T2, T3>(Action<T1, T2, T3> _a, T1 p1, T2 p2, T3 p3)
    {
        Action tmp = () => { _a(p1, p2, p3); };
        AddCall(tmp);
    }
    static public void SafeCallback<T1, T2, T3, T4>(Action<T1, T2, T3, T4> _a, T1 p1, T2 p2, T3 p3, T4 p4)
    {
        Action tmp = () => { _a(p1, p2, p3, p4); };
        AddCall(tmp);
    }
}

 

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