AlienMe
December 20, 2017, 9:22pm
1
Hi all,
Just upgraded to 2017.3.0f3, and our game now crashes on iOS all the time.Code builds and runs without any issues on 2017.2.0p4.
Some times, we get this EXC_BAD_ACCESS in ShouldUpdateTransformBefore (as shown in the attached pic).
Other times, we don’t get any exception, but the game just freezes.
And the crash is at different times, some ties we get further along in the game initialization, some times is right from the stat.
Any idea what’s causing this? And is there a workaround?
Thanks!
4 Likes
I got it today…while i update my Unity : 2017.2 → 2017.3
1 Like
AlienMe
December 22, 2017, 3:32pm
3
Yeah. We gave up on 2017.3 until it gets stable. We found a lot of issues with 2017.3.
Crash on iOS (mentioned on first post), random, 100% of the time.
Building Asset Bundles, really slow, on 2017.2 takes us about 2-3 minutes, to build 180 MB in AssetBundles. . in 2017.3, it takes 1.5 hours.
Really slow importing assets
Every time the 2017.3 Editor receives focus, spends 5-10 seconds refreshing files. While test running the game, it becomes really annoying. We disabled automated refresh, and this fixed it, but then we had to press Command-R every time we had changes to source code.
Ultimately the crash / freeze on device 100% is what made 2017.3 unusable for us. We are back on 2017.2, and everything is moving smoothly…
4 Likes
Just wanted to second this - I’m getting the same EXC_BAD_ACCESS in ShouldUpdateTransformBefore error in cases where previously everything was working swimmingly. This seems limited to instances where I’m using ScrollRect.
EDIT: I’m on Unity 2017.3.0p1. Will try downgrading to 2017.2 - app icons fix be damned - and see if it fixes things.
EDIT: Downgraded to 2017.2 and the issue no longer occurs. Made absolutely no changes to the code, so this must be related to 2017.3.
1 Like
+1 I’ve been experiencing the same issue. Will also try downgrading to 2017.2
Experiencing the same, something to do with unity UI. I haven’t been able to find the specific reason.
Similar issue here.
The error happen when sending logs with unitywebrequest
The app crash because of that, didnt happened with 2017.1
Here are some logs of my crash, running 2017.3.0f3 on an iOS device (ipad)
assembly:
0x105476e18 <+60>: blr x8
→ 0x105476e1c <+64>: ldr x8, [x19, #0xe0 ] . BackgroundWorker (32): EXC_BAD_ACCESS (code=257, address=0x41)
0x105476e20 <+68>: cbnz x8, 0x105476e00 ; <+36> [inlined] back + 4 at UnityWebRequestProto.h:204
0x105476e24 <+72>: add x0, sp, #0x8 ; =0x8
0x105476e28 <+76>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30
0x105476e2c <+80>: mov x0, x19
0x105476e30 <+84>: bl 0x1054776d0 ; ::Release() at UnityWebRequestProto.h:353
0x105476e34 <+88>: b 0x105476e40 ; <+100> at UnityWebRequestProto.h:219
0x105476e38 <+92>: add x0, sp, #0x8 ; =0x8
0x105476e3c <+96>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30
output window:
2017-12-31 23:31:24.970507+0200 vixeo[5668:3311942] TIC TCP Conn Failed [34:0x1c4574340]: 1:50 Err(50)
2017-12-31 23:31:24.971885+0200 vixeo[5668:3311942] Task <5731C406-9933-417A-B2CA-B2F8940CDCE0>.<0> HTTP load failed (error code: -1009 [1:50])
2017-12-31 23:31:24.972079+0200 vixeo[5668:3312120] NSURLConnection finished with error - code -1009
Zilk
December 31, 2017, 9:44pm
8
I got this on 2017.3 as well
Could you please submit a bug-report, following the advice given in this document .
It’s important that at least one person, who experiences this issue, reports it to Unity Technologies. Otherwise they’re probably not going to fix it. Downgrading Unity is a temporary workaround, but if they don’t have a bug-report, you might be stuck with that old version forever.
From past experience, Unity isn’t looking for bugs on the forum, but they do look at the bug-reports submitted using their Bug Reporter Tool as described in the posted link.
qoobit
January 2, 2018, 3:34am
10
I’ve experienced this problem as well. I’ll try to make a bug report for this. Their bug report servers for project uploads are really slow. Last time a watered down project <20MB took close to 10 minutes to submit.
1 Like
qoobit
January 2, 2018, 4:03am
11
1 Like
Zilk
January 3, 2018, 11:49am
13
I’m getting the same crash. Crashes on startup and return from suspend sometimes. Can’t really say how to reproduce it since it doesn’t happen all the time. Started since 2017.1, same on 2017.1p1
Peter77
January 3, 2018, 11:54am
14
Could you submit a bug-report as asked here ?
5argon
January 3, 2018, 7:49pm
16
Got the same crash.
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x13ac28210)
* frame #0: 0x0000000101929a44 MelCadence`::ShouldUpdateTransformBefore() at RectTransform.cpp:319 [opt]
frame #1: 0x0000000101938910 MelCadence`::__insertion_sort_3<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:3745 [opt]
frame #2: 0x0000000101937ec0 MelCadence`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4022 [opt]
frame #3: 0x000000010192974c MelCadence`::UpdateIfTransformDispatchIsDirty() [inlined] sort<TransformAccessReadOnly *, bool (*)(const TransformAccessReadOnly &, const TransformAccessReadOnly &)> at algorithm:4041 [opt]
frame #4: 0x0000000101929744 MelCadence`::UpdateIfTransformDispatchIsDirty() at RectTransform.cpp:340 [opt]
frame #5: 0x0000000101929d00 MelCadence`::GetRect() at RectTransform.cpp:372 [opt]
frame #6: 0x0000000101d98910 MelCadence`::RectTransform_CUSTOM_INTERNAL_get_rect() at RectTransformBindings.gen.cpp:38 [opt]
frame #7: 0x0000000100e3c1d0 MelCadence`::RectTransform_get_rect_m574169965(__this=<unavailable>, method=<unavailable>) at Bulk_UnityEngine.CoreModule_1.cpp:11348 [opt]
frame #8: 0x0000000100eaf2dc MelCadence`::Graphic_DoMeshGeneration_m3548487693(__this=0x000000011eacaf00, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:42851 [opt]
frame #9: 0x0000000100eaecd4 MelCadence`::Graphic_Rebuild_m4084166386(Graphic_t1660335611 *, int32_t, const RuntimeMethod *) [inlined] VirtActionInvoker0::Invoke(slot=40) at Bulk_UnityEngine.UI_0.cpp:28 [opt]
frame #10: 0x0000000100eaecc0 MelCadence`::Graphic_Rebuild_m4084166386(__this=0x000000011eacaf00, ___update0=3, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:42724 [opt]
frame #11: 0x0000000100ea3770 MelCadence`::CanvasUpdateRegistry_PerformUpdate_m1793997159(__this=0x0000000113658a50, method=<unavailable>) at Bulk_UnityEngine.UI_0.cpp:33587 [opt]
frame #12: 0x0000000100e92d74 MelCadence`::WillRenderCanvases_Invoke_m1240663687(__this=<unavailable>, method=<unavailable>) at Bulk_UnityEngine.UIModule_0.cpp:0 [opt]
frame #13: 0x00000001013b1d64 MelCadence`RuntimeInvoker_Void_t1185182177(methodPointer=<unavailable>, methodMetadata=<unavailable>, obj=<unavailable>, args=<unavailable>)(), MethodInfo const*, void*, void**) at Il2CppInvokerTable.cpp:80136 [opt]
frame #14: 0x00000001021dc368 MelCadence`il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 68
frame #15: 0x0000000101a66f54 MelCadence`::scripting_method_invoke() at ScriptingApi_Il2Cpp.cpp:213 [opt]
frame #16: 0x0000000101a6f178 MelCadence`::Invoke() at ScriptingInvocation.cpp:329 [opt]
frame #17: 0x0000000101c55d68 MelCadence`::WillRenderCanvases() [inlined] Invoke at ScriptingInvocation.h:70 [opt]
frame #18: 0x0000000101c55d54 MelCadence`::WillRenderCanvases() at CanvasManager.cpp:419 [opt]
frame #19: 0x0000000101c56060 MelCadence`::Forward() at CanvasManager.cpp:835 [opt]
frame #20: 0x00000001018882f0 MelCadence`::Forward() [inlined] PlayerUpdateCanvases at Player.cpp:962 [opt]
frame #21: 0x00000001018882d0 MelCadence`::Forward() at Player.cpp:1333 [opt]
frame #22: 0x0000000101889258 MelCadence`::PlayerLoop() at PlayerLoop.cpp:196 [opt]
frame #23: 0x0000000101511f78 MelCadence`::UnityPlayerLoopImpl() at LibEntryPoint.mm:224 [opt]
frame #24: 0x0000000100170678 MelCadence`::UnityRepaint() at UnityAppController+Rendering.mm:267 [opt]
frame #25: 0x0000000100170564 MelCadence`::-[UnityAppController(self=0x00000001c0112ea0, _cmd=<unavailable>) repaintDisplayLink]() at UnityAppController+Rendering.mm:76 [opt]
frame #26: 0x0000000107c48254 GPUToolsCore`__clang_call_terminate + 35876
frame #27: 0x00000001892ff710 QuartzCore`CA::smile:isplay::smile:isplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 672
frame #28: 0x00000001893b3c5c QuartzCore`display_timer_callback(__CFMachPort*, void*, long, void*) + 240
frame #29: 0x0000000185360290 CoreFoundation`__CFMachPortPerform + 188
frame #30: 0x000000018537b000 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
frame #31: 0x000000018537a704 CoreFoundation`__CFRunLoopDoSource1 + 440
frame #32: 0x00000001853781d8 CoreFoundation`__CFRunLoopRun + 2196
frame #33: 0x0000000185297e58 CoreFoundation`CFRunLoopRunSpecific + 436
frame #34: 0x0000000187144f84 GraphicsServices`GSEventRunModal + 100
frame #35: 0x000000018e91767c UIKit`UIApplicationMain + 236
frame #36: 0x00000001001692e0 MelCadence`main(argc=1, argv=0x000000016fc9b8e0) at main.mm:33 [opt]
frame #37: 0x0000000184db456c libdyld.dylib`start + 4
Hi,
Do you have a RectTransform with a scale = 0?
I have a feeling …
Same here
warning: could not execute support code to read Objective-C class data in the process. This may reduce the quality of type information available.
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x11)
* frame #0: 0x00000001014cbe70 tankr`::ShouldUpdateTransformBefore() at RectTransform.cpp:324 [opt]
frame #1: 0x00000001014d4ee0 tankr`::__insertion_sort_3<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:3745 [opt]
frame #2: 0x00000001014d4490 tankr`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4022 [opt]
frame #3: 0x00000001014d44b8 tankr`::__sort<bool (*&)(const TransformAccessReadOnly &, const TransformAccessReadOnly &), TransformAccessReadOnly *>() at algorithm:4016 [opt]
frame #4: 0x00000001014cbb84 tankr`::UpdateIfTransformDispatchIsDirty() [inlined] sort<TransformAccessReadOnly *, bool (*)(const TransformAccessReadOnly &, const TransformAccessReadOnly &)> at algorithm:4041 [opt]
frame #5: 0x00000001014cbb7c tankr`::UpdateIfTransformDispatchIsDirty() at RectTransform.cpp:340 [opt]
frame #6: 0x00000001014cc12c tankr`::GetRect() at RectTransform.cpp:372 [opt]
frame #7: 0x00000001016827f0 tankr`::CalculateMinBucketSize() at Canvas.cpp:1625 [opt]
frame #8: 0x0000000101682688 tankr`::UpdateBatches() at Canvas.cpp:1383 [opt]
frame #9: 0x0000000101683fc8 tankr`::WillRenderCanvases() at CanvasManager.cpp:428 [opt]
frame #10: 0x0000000101473028 tankr`::PlayerLoop() at PlayerLoop.cpp:196 [opt]
frame #11: 0x0000000101284b08 tankr`::UnityPlayerLoopImpl() at LibEntryPoint.mm:224 [opt]
frame #12: 0x00000001003ff63c tankr`::UnityRepaint() at UnityAppController+Rendering.mm:267 [opt]
frame #13: 0x00000001003ff528 tankr`::-[UnityAppController(self=0x00000001066f1c40, _cmd=<unavailable>) repaintDisplayLink]() at UnityAppController+Rendering.mm:76 [opt]
frame #14: 0x000000010633c254 GPUToolsCore`__clang_call_terminate + 35876
frame #15: 0x0000000186d83710 QuartzCore`CA::smile:isplay::smile:isplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 672
frame #16: 0x00000001830c1098 IOKit`IODispatchCalloutFromCFMessage + 392
frame #17: 0x0000000182de4290 CoreFoundation`__CFMachPortPerform + 188
frame #18: 0x0000000182dff000 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
frame #19: 0x0000000182dfe704 CoreFoundation`__CFRunLoopDoSource1 + 440
frame #20: 0x0000000182dfc1d8 CoreFoundation`__CFRunLoopRun + 2196
frame #21: 0x0000000182d1be58 CoreFoundation`CFRunLoopRunSpecific + 436
frame #22: 0x0000000184bc8f84 GraphicsServices`GSEventRunModal + 100
frame #23: 0x000000018c39b67c UIKit`UIApplicationMain + 236
frame #24: 0x00000001003f8070 tankr`main(argc=1, argv=0x000000016fa0f8f0) at main.mm:33 [opt]
frame #25: 0x000000018283856c libdyld.dylib`start + 4
Zilk
January 10, 2018, 7:46am
20
No news on this, haven’t gotten any response on my bug report either. Feels like this is a fairly usual crash on iOS and 2017.3.