unity
data_error
ai_generated
true
SerializationException: Reference to ScriptableObject 'MyData' is broken or the object has been destroyed
ID: unity/scriptableobject-serialization-ref
80%Fix Rate
85%Confidence
1Evidence
2024-02-10First Seen
Version Compatibility
| Version | Status | Introduced | Deprecated | Notes |
|---|---|---|---|---|
| Unity 2021.3 | active | — | — | — |
| Unity 2022.3 | active | — | — | — |
| Unity 2023.1 | active | — | — | — |
Root Cause
A ScriptableObject reference in a MonoBehaviour or another ScriptableObject points to a destroyed or missing asset, often due to asset deletion, reimport, or scene unload.
generic中文
MonoBehaviour或另一个ScriptableObject中的ScriptableObject引用指向了已销毁或缺失的资源,通常是由于资源删除、重新导入或场景卸载导致。
Official Documentation
https://docs.unity3d.com/ScriptReference/ScriptableObject.htmlWorkarounds
-
85% success In the Inspector, locate the component with the broken reference and reassign the ScriptableObject asset from the Project window. If the asset is missing, recreate it (e.g., Assets > Create > MyData) and reassign.
In the Inspector, locate the component with the broken reference and reassign the ScriptableObject asset from the Project window. If the asset is missing, recreate it (e.g., Assets > Create > MyData) and reassign.
-
75% success Use a custom Editor script to find and fix broken references: iterate over all serialized properties in the scene and check for missing assets using AssetDatabase.TryGetGUIDAndLocalFileIdentifier.
Use a custom Editor script to find and fix broken references: iterate over all serialized properties in the scene and check for missing assets using AssetDatabase.TryGetGUIDAndLocalFileIdentifier.
中文步骤
In the Inspector, locate the component with the broken reference and reassign the ScriptableObject asset from the Project window. If the asset is missing, recreate it (e.g., Assets > Create > MyData) and reassign.
Use a custom Editor script to find and fix broken references: iterate over all serialized properties in the scene and check for missing assets using AssetDatabase.TryGetGUIDAndLocalFileIdentifier.
Dead Ends
Common approaches that don't work:
-
50% fail
Calling Resources.UnloadUnusedAssets() can destroy ScriptableObject references if they are not properly referenced, making the issue worse.
-
40% fail
Simply saving the scene does not fix a broken reference; the actual asset must be reassigned.