2019.3.0b1 crashes on launch

I can’t get any 2019.3.0b1 project - whether new or upgraded - to launch from Unity Hub on a mac. I had the same issue when I tried a12. Any ideas?

Please submit a bug using the Bug Reporter tool. It will attach all the info that we need to help you. You can post the bug number here afterwards if you want to have updates.

When do you come up with a fully functional version of Ray Tracing?

Perhaps ask in the Ray-Tracing thread?
https://discussions.unity.com/t/738275

@Charles_Beauchemin i can’t file a bug report alas because the bug reporter also instantly crashes. But I’ve got the mac’s own crash log if that can help.

2019.2 is working fine for me, btw.

This is the the relevant bit in my crash log. #Beta2019Win_NVIDIA :wink:

[XR] No new subsystems found in resolved package list.
[Package Manager] Done registering packages in 0.01s seconds
Refreshing native plugins compatible for Editor in 1.36 ms, found 0 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
IsTimeToCheckForNewEditor: Update time 1567179678 current 1567292243
Initialize engine version: 2019.3.0b1 (78e106a973e1)
[XR] Discovering subsystems at path /Applications/Unity/2019.3.0b1/Unity.app/Contents/Resources/UnitySubsystems
[XR] Discovering subsystems at path /Volumes/X/X/Unity/Projects/TestDot3/Assets
GfxDevice: creating device client; threaded=1
2019-09-01 08:57:23.744 Unity[96274:2015298] Color LCD preferred device: AMD Radeon Pro 560 (high power)
2019-09-01 08:57:23.744 Unity[96274:2015298] Metal devices available: 3
2019-09-01 08:57:23.745 Unity[96274:2015298] 0: AMD Radeon RX 580 (high power, removable)
2019-09-01 08:57:23.745 Unity[96274:2015298] 1: AMD Radeon Pro 560 (high power)
2019-09-01 08:57:23.745 Unity[96274:2015298] 2: Intel(R) HD Graphics 630 (low power)
2019-09-01 08:57:23.745 Unity[96274:2015298] Forcing user selected device: AMD Radeon RX 580 (high power, removable)
Initializing Metal device caps: AMD Radeon RX 580
[EnlightenBakeManager] m_Clear = false;
Initialize mono
Mono path[0] = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/Managed'
Mono path[1] = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/MonoBleedingEdge/lib/mono/unityjit'
Mono config path = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/MonoBleedingEdge/etc'
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56274
Assertion failed on expression: 'assetCacheServerEndPoints.size() > 0'
(Filename: ./Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp Line: 3309)

Obtained 27 stack frames.
#0  0x0000010d680df4 in AllowImportingV2()
#1  0x0000010c7c1034 in Application::InitializeProject()
#2  0x0000011035d44d in -[EditorApplication applicationDidFinishLaunching:]
#3  0x007fff34402b96 in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
#4  0x007fff34402b10 in ___CFXRegistrationPost_block_invoke
#5  0x007fff34402a7a in _CFXRegistrationPost
#6  0x007fff3440af28 in ___CFXNotificationPost_block_invoke
#7  0x007fff343738b4 in -[_CFXNotificationRegistrar find:object:observer:enumerator:]
#8  0x007fff34372c67 in _CFXNotificationPost
#9  0x007fff365f8aab in -[NSNotificationCenter postNotificationName:object:userInfo:]
#10 0x007fff3199cfc4 in -[NSApplication _postDidFinishNotification]
#11 0x007fff3199c917 in -[NSApplication _sendFinishLaunchingNotification]
#12 0x007fff3199aa6b in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
#13 0x007fff3199a6bb in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
#14 0x007fff36642700 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
#15 0x007fff3664257d in _NSAppleEventManagerGenericHandler
#16 0x007fff355c4397 in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*)
#17 0x007fff355c3c29 in dispatchEventAndSendReply(AEDesc const*, AEDesc*)
#18 0x007fff355c3b01 in aeProcessAppleEvent
#19 0x007fff336078b7 in AEProcessAppleEvent
#20 0x007fff31996abd in _DPSNextEvent
#21 0x007fff3199548b in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#22 0x007fff3198f5a8 in -[NSApplication run]
#23 0x007fff3197eae8 in NSApplicationMain
#24 0x000001103a48ff in EditorMain(int, char const**)
#25 0x000001103a4c09 in main
#26 0x007fff602f83d5 in start
Launching bug reporter
[Unity Package Manager (Upm)]
Parent process [96274] was terminated
QObject: Cannot create children for a parent that is in a different thread.
(Parent is QNetworkAccessManager(0x7fda2516c7d0), parent's thread is QThread(0x7fda20f00bb0), current thread is Thread(0x7fda255058a0)

It seems it’s related to AssetDatabase v2. I think you have at least two options you can try:

  • Delete the project “Library” folder, which forces Unity to reimport everything and perhaps does not run into the compatibility issue then.
  • By-pass the new system as mentioned here .

If the error can be still reproduced after step 1., I think it would be helpful to submit a bug-report as described in this document:

If you don’t do it, it might be a long time until someone else reports them or until Unity Technologies find them. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.

2 Likes

@Peter77 Thanks! Deleting the Library of the new project and restarting it did the trick. And now new 2019.3 projects and updates all work.

2 Likes

Except that now my updated project has decided it will no longer launch and also crashes at the asset database stage. :frowning: And it had taken about 3 or so hours to update that library so not super keen to have to do it again. Is there maybe just one file I can delete this time instead of the whole library @Peter77 ?

My empty 2019.3 project still seems to work, by the way.

Assertion failed on expression: 'artifactMetaInfo != nullptr'
(Filename: ./Modules/AssetDatabase/Editor/V2/ArtifactFileSystem.cpp Line: 602)

I don’t know, sorry.

Completely locking up when making a new project.

Also locking up when opening previously working project.

Could it be the dependency between Unity and Python scripts that are triggering malware/anti-virus detection or could there be a way for hackers to attack via Unity and that is triggering malware/anti-virus systems (python is used by about 25% of hackers) and is built into Unity.

As this seems to happen after a win 10 critical security update, seemed fine before?

It looks like Unity is still using Python 2.7.5, 2.7.16 is the latest 2.7 build.

As you can see from this link 2.7.5 has a number of known security vulnerabilities Python Python version 2.7.5 : Security vulnerabilities, CVEs

Could you please use the Hub’s bug reporter to submit a report with the logs and ideally the project attached to it?

Could you please submit a bug report?

LOL I just opened a new project and Unity Editor locked up how do I submit a bug in this case?

If you’re using the hub, it has a built-in bug reporter, which seems to go towards the same bug registry.

Same bug here, tested the .3b1 on a 12gb project, crash at launch.
Impossible to send the report, because it’s want to pack the entire project tho.

You should be able to strip down the project to only the relevant assets that cause the crash. Creating a minimal reproduce for editor crashes on import works pretty good from my experience, it just takes a bit of time.

Here is how you would create a minimal reproduce case if the project causes the editor to crash on start:

  • Backup Project
  • Delete half of the assets
  • Delete Library folder
  • Open Project

If it still crashed, continue to remove half of the assets, delete Library, open Unity. Rinse and repeat.

If it does not crash, you removed the files that caused the crash. In this case, restore the files but remove all the other files. Then you have a project that already contains the files that cause issues. Now remove further assets, delete Library, open Unity. At one point you have isolated the file(s) that cause the crash and you can submit a bug-report with only the relevant stuff.

2 Likes

What if you delete a problem asset or just create a lot more problems with broken assets?

And what if it’s precisely because of the size that we’re getting the crash? I also have a very large project.