Oamm
October 17, 2023, 10:49am
1
Hello, we upgraded to 2022.3.11f1 today from 2022.3.10f1.
Unfortunately we are seeing consistent crashes in various systems. Reverting back to 2022.3.10f1 does appear to restore stability.
I have the logs & crash.dmp available from these crashes. Let me know if you need them.
Here are some stack traces from several of them. First glance it appears that there could be an issue with the MemoryManager and deallocation.
Received signal SIGSEGV
Obtained 17 stack frames
0x00007ff6ce750ae6 (Unity) MemoryManager::smile:eallocate
0x00007ff6ce75971a (Unity) free_alloc_internal
0x00007ff6ce037ce1 (Unity) dynamic_array<void * __ptr64 [38],0>::~dynamic_array<void * __ptr64 [38],0>
0x00007ff6cf486a20 (Unity) TextRenderingPrivate::TextMeshGeneratorImpl::GarbageCollect
0x00007ff6cf46bc34 (Unity) `InitializeTextRenderingModule'::`2'::CleanUpTextRenderingGarbageCollectRegistrator::Forward
0x00007ff6ceaf61bf (Unity) `InitPlayerLoopCallbacks'::`2'::EarlyUpdatePlayerCleanupCachedDataRegistrator::Forward
0x00007ff6cead619c (Unity) ExecutePlayerLoop
0x00007ff6cead6310 (Unity) ExecutePlayerLoop
0x00007ff6ceadcb85 (Unity) PlayerLoop
0x00007ff6cfaa549f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6cfab20dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6cfab03e1 (Unity) Application::TickTimer
0x00007ff6cff2790a (Unity) MainMessageLoop
0x00007ff6cff2d170 (Unity) WinMain
0x00007ff6d13103ee (Unity) __scrt_common_main_seh
0x00007ffcb5907344 (KERNEL32) BaseThreadInitThunk
0x00007ffcb68c26b1 (ntdll) RtlUserThreadStart
Received signal SIGSEGV
Obtained 35 stack frames
0x00007ff6ceabe492 (Unity) DestroyObjectHighLevel_Internal
0x00007ff6ceabe004 (Unity) DestroyObjectHighLevel
0x00007ff6cee3af50 (Unity) Scripting::smile:estroyObjectFromScriptingImmediate
0x00007ff6cdea2ce4 (Unity) Object_CUSTOM_DestroyImmediate
0x000001eca5f8e7bc (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:smile:estroyImmediate (UnityEngine.Object,bool)
0x000001eca5f8e65b (Mono JIT Code) UnityEngine.Object:smile:estroyImmediate (UnityEngine.Object)
0x000001eca6be8963 (Mono JIT Code) TMPro.TextMeshProUGUI:OnDestroy () (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.4/Scripts/Runtime/TMPro_UGUI_Private.cs:230)
0x000001eebc2258f8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffbda754b6e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffbda68d204 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
0x00007ffbda68d37c (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
0x00007ff6cee5e504 (Unity) scripting_method_invoke
0x00007ff6cee3c5d4 (Unity) ScriptingInvocation::Invoke
0x00007ff6cee3c6be (Unity) ScriptingInvocation::InvokeChecked
0x00007ff6ceee08e6 (Unity) SerializableManagedRef::CallMethod
0x00007ff6cee36a17 (Unity) MonoBehaviour::WillDestroyComponent
0x00007ff6ce7999b4 (Unity) GameObject::WillDestroyGameObject
0x00007ff6ceac0655 (Unity) PreDestroyRecursive
0x00007ff6ceac0734 (Unity) PreDestroyRecursive
0x00007ff6ceabe3f4 (Unity) DestroyObjectHighLevel_Internal
0x00007ff6ceabe004 (Unity) DestroyObjectHighLevel
0x00007ff6ce8c48bb (Unity) DelayedDestroyCallback
0x00007ff6ce8c6434 (Unity) DelayedCallManager::Update
0x00007ff6ceaf67e2 (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunDelayedFixedFrameRateRegistrator::Forward
0x00007ff6cead619c (Unity) ExecutePlayerLoop
0x00007ff6cead6310 (Unity) ExecutePlayerLoop
0x00007ff6ceadcb85 (Unity) PlayerLoop
0x00007ff6cfaa549f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6cfab20dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6cfab03e1 (Unity) Application::TickTimer
0x00007ff6cff2790a (Unity) MainMessageLoop
0x00007ff6cff2d170 (Unity) WinMain
0x00007ff6d13103ee (Unity) __scrt_common_main_seh
0x00007ffcb5907344 (KERNEL32) BaseThreadInitThunk
0x00007ffcb68c26b1 (ntdll) RtlUserThreadStart
0x00007FF6CE75B6B7 (Unity) MemoryProfiler::GetAllocationRoot
0x00007FF6CEB30FCB (Unity) MemoryProfiler::UnregisterAllocation
0x00007FF6CE750D96 (Unity) MemoryManager::smile:eallocate
0x00007FF6CE74E76B (Unity) operator delete
0x00007FF6CEAAEAC2 (Unity) InputEvent::~InputEvent
0x00007FF6CE1C5022 (Unity) Event_CUSTOM_Internal_Destroy
0x000001BC388FA901 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Event:Internal_Destroy (intptr)
0x000001BC388FA67B (Mono JIT Code) UnityEngine.Event:Finalize ()
0x000001BB8E74406C (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_virtual_void__this__ (object,intptr,intptr,intptr)
0x00007FFBDA726F57 (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\gc.c:383] mono_gc_run_finalize
0x00007FFBDA9ACA08 (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\external\bdwgc\finalize.c:1318] GC_invoke_finalizers
0x00007FFBDA7286A8 (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\gc.c:1036] finalizer_thread
0x00007FFBDA6BF98B (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\threads.c:1272] start_wrapper_internal
0x00007FFBDA6BFB9E (mono-2.0-bdwgc) [C:\build\output\Unity-Technologies\mono\mono\metadata\threads.c:1348] start_wrapper
0x00007FFCB5907344 (KERNEL32) BaseThreadInitThunk
0x00007FFCB68C26B1 (ntdll) RtlUserThreadStart
Received signal SIGSEGV
Obtained 22 stack frames
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0cae228 (Unity) FMOD::ChannelGroupI::setVolumeInternal
0x00007ff6d0c9edd7 (Unity) FMOD::ChannelGroup::setVolume
0x00007ff6cf37455e (Unity) AudioManager::ListenerCheck
0x00007ff6cf37dd93 (Unity) AudioManager::Update
0x00007ff6cf3440e1 (Unity) AudioModule::Update
0x00007ff6cf343b5b (Unity) `InitializeAudioManagerCallbacks'::`2'::PostLateUpdateUpdateAudioRegistrator::Forward
0x00007ff6cead619c (Unity) ExecutePlayerLoop
0x00007ff6cead6310 (Unity) ExecutePlayerLoop
0x00007ff6ceadcb85 (Unity) PlayerLoop
0x00007ff6cfaa549f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6cfab20dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6cfab03e1 (Unity) Application::TickTimer
0x00007ff6cff2790a (Unity) MainMessageLoop
0x00007ff6cff2d170 (Unity) WinMain
0x00007ff6d13103ee (Unity) __scrt_common_main_seh
0x00007ffcb5907344 (KERNEL32) BaseThreadInitThunk
0x00007ffcb68c26b1 (ntdll) RtlUserThreadStart
Received signal SIGSEGV
Obtained 23 stack frames
0x00007ff6ce75053e (Unity) DynamicHeapAllocator::smile:eallocate
0x00007ff6ce761818 (Unity) DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate
0x00007ff6ce750db2 (Unity) MemoryManager::smile:eallocate
0x00007ff6ce75971a (Unity) free_alloc_internal
0x00007ff6d0e6aff8 (Unity) physx::Sq::AABBTree::progressiveBuild
0x00007ff6d0e66d98 (Unity) physx::Sq::AABBPruner::buildStep
0x00007ff6d0ed5c39 (Unity) physx::Sq::SceneQueryManager::afterSync
0x00007ff6d0e7f628 (Unity) physx::NpScene::fetchResultsPostContactCallbacks
0x00007ff6d0e7f58f (Unity) physx::NpScene::fetchResultsFinish
0x00007ff6cf202342 (Unity) PhysicsScene::StoreSimulationResults
0x00007ff6ced250f3 (Unity) PhysicsManager::Simulate
0x00007ff6ced18dc8 (Unity) `PhysicsManager::InitializeClass'::`2'::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x00007ff6cead619c (Unity) ExecutePlayerLoop
0x00007ff6cead6310 (Unity) ExecutePlayerLoop
0x00007ff6ceadcb85 (Unity) PlayerLoop
0x00007ff6cfaa549f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6cfab20dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6cfab03e1 (Unity) Application::TickTimer
0x00007ff6cff2790a (Unity) MainMessageLoop
0x00007ff6cff2d170 (Unity) WinMain
0x00007ff6d13103ee (Unity) __scrt_common_main_seh
0x00007ffcb5907344 (KERNEL32) BaseThreadInitThunk
0x00007ffcb68c26b1 (ntdll) RtlUserThreadStart
3 Likes
Have you tried deleting the Library folder?
1 Like
Just upgraded my project from 2022.3.10f1 to 2022.3.11f1.
Played the game 10 times and the editor crashed at least 8 times. Simply unusable.
3 Likes
I have same issues.
=================================================================
Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
=================================================================
Managed Stacktrace:
=================================================================
at <unknown> <0xffffffff>
at UnityEngine.Mesh:SetArrayForChannelImpl <0x001fb>
at UnityEngine.Mesh:SetSizedArrayForChannel <0x007c2>
at UnityEngine.Mesh:SetListForChannel <0x00172>
at UnityEngine.Mesh:SetVertices <0x000aa>
at UnityEngine.Mesh:SetVertices <0x000a2>
at UnityEngine.Mesh:SetVertices <0x000da>
at UnityEngine.UI.VertexHelper:FillMesh <0x001e2>
at UnityEngine.UI.Graphic:smile:oMeshGeneration <0x00722>
at UnityEngine.UI.Graphic:UpdateGeometry <0x00152>
at UnityEngine.UI.Graphic:Rebuild <0x00223>
at UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate <0x00c68>
at <Module>:invoke_void <0x002b6>
at UnityEngine.Canvas:SendWillRenderCanvases <0x000bd>
at System.Object:runtime_invoke_void <0x00184>
=================================================================
Received signal SIGSEGV
Obtained 44 stack frames
0x00007ff6b6648ef4 (Unity) tlsf_free
0x00007ff6b441053e (Unity) DynamicHeapAllocator::smile:eallocate
0x00007ff6b441e022 (Unity) DelayedPointerDeletionManager::CleanupPendingMainThreadPointersInternal
0x00007ff6b441d7a4 (Unity) DualThreadAllocator<DynamicHeapAllocator>::Allocate
0x00007ff6b440f691 (Unity) MemoryManager::Allocate
0x00007ff6b441977e (Unity) malloc_internal
0x00007ff6b43ab45b (Unity) core::hash_set<unsigned short,core::hash<unsigned short>,std::equal_to<unsigned short> >::resize
0x00007ff6b564b3bb (Unity) SceneTracker::SetObjectDirty
0x00007ff6b4444deb (Unity) Object::SetDirty
0x00007ff6b628343e (Unity) Mesh::SetChannelsDirty
0x00007ff6b628543c (Unity) Mesh::SetVertices
0x00007ff6b3c336c7 (Unity) Mesh_CUSTOM_SetArrayForChannelImpl
0x000002347cccc59c (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Mesh:SetArrayForChannelImpl (UnityEngine.Mesh,UnityEngine.Rendering.VertexAttribute,UnityEngine.Rendering.VertexAttributeFormat,int,System.Array,int,int,int,UnityEngine.Rendering.MeshUpdateFlags)
0x000002347cccbfa3 (Mono JIT Code) UnityEngine.Mesh:SetSizedArrayForChannel (UnityEngine.Rendering.VertexAttribute,UnityEngine.Rendering.VertexAttributeFormat,int,System.Array,int,int,int,UnityEngine.Rendering.MeshUpdateFlags)
0x00000233a15a6263 (Mono JIT Code) UnityEngine.Mesh:SetListForChannel<UnityEngine.Vector3> (UnityEngine.Rendering.VertexAttribute,System.Collections.Generic.List`1<UnityEngine.Vector3>,int,int,UnityEngine.Rendering.MeshUpdateFlags)
0x00000233a15a605b (Mono JIT Code) UnityEngine.Mesh:SetVertices (System.Collections.Generic.List`1<UnityEngine.Vector3>,int,int,UnityEngine.Rendering.MeshUpdateFlags)
0x00000233a15a5f13 (Mono JIT Code) UnityEngine.Mesh:SetVertices (System.Collections.Generic.List`1<UnityEngine.Vector3>,int,int)
0x00000233a15a5c2b (Mono JIT Code) UnityEngine.Mesh:SetVertices (System.Collections.Generic.List`1<UnityEngine.Vector3>)
0x00000233a15a5673 (Mono JIT Code) UnityEngine.UI.VertexHelper:FillMesh (UnityEngine.Mesh) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Utility/VertexHelper.cs:216)
0x00000233a159b463 (Mono JIT Code) UnityEngine.UI.Graphic:smile:oMeshGeneration () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Graphic.cs:709)
0x00000233a159abb3 (Mono JIT Code) UnityEngine.UI.Graphic:UpdateGeometry () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Graphic.cs:690)
0x00000233a159a634 (Mono JIT Code) UnityEngine.UI.Graphic:Rebuild (UnityEngine.UI.CanvasUpdate) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Graphic.cs:648)
0x00000233a1589099 (Mono JIT Code) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/CanvasUpdateRegistry.cs:215)
0x00000233a1588157 (Mono JIT Code) (wrapper delegate-invoke) <Module>:invoke_void ()
0x00000233a15883ae (Mono JIT Code) UnityEngine.Canvas:SendWillRenderCanvases ()
0x00000233a1587c65 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
0x00007ffd08ff4b6e (mono-2.0-bdwgc) mono_jit_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/mini/mini-runtime.c:3445)
0x00007ffd08f2d204 (mono-2.0-bdwgc) do_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3066)
0x00007ffd08f2d37c (mono-2.0-bdwgc) mono_runtime_invoke (at C:/build/output/Unity-Technologies/mono/mono/metadata/object.c:3113)
0x00007ff6b4b1e504 (Unity) scripting_method_invoke
0x00007ff6b4afc5d4 (Unity) ScriptingInvocation::Invoke
0x00007ff6b518ad2b (Unity) `UI::InitializeCanvasManager'::`2'::UIEventsWillRenderCanvasesRegistrator::Forward
0x00007ff6b47b6b79 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdatePlayerUpdateCanvasesRegistrator::Forward
0x00007ff6b479619c (Unity) ExecutePlayerLoop
0x00007ff6b4796310 (Unity) ExecutePlayerLoop
0x00007ff6b479cb85 (Unity) PlayerLoop
0x00007ff6b576549f (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6b57720dd (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6b57703e1 (Unity) Application::TickTimer
0x00007ff6b5be790a (Unity) MainMessageLoop
0x00007ff6b5bed170 (Unity) WinMain
0x00007ff6b6fd03ee (Unity) __scrt_common_main_seh
0x00007ffdbd107344 (KERNEL32) BaseThreadInitThunk
0x00007ffdbd6626b1 (ntdll) RtlUserThreadStart
Also experiencing frequent editor crashes in 2022.3.11f1, consistently getting this stack trace
========== OUTPUTTING STACK TRACE ==================
2023-10-18T17:11:39.895Z|0x024550|0x00007FF7BA4E8A92 (Unity) block_remove
2023-10-18T17:11:39.902Z|0x024550|0x00007FF7BA4E8EF4 (Unity) tlsf_free
2023-10-18T17:11:39.915Z|0x024550|0x00007FF7B82B053E (Unity) DynamicHeapAllocator::smile:eallocate
2023-10-18T17:11:39.924Z|0x024550|0x00007FF7B82C1818 (Unity) DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate
2023-10-18T17:11:39.932Z|0x024550|0x00007FF7B82B0DB2 (Unity) MemoryManager::smile:eallocate
2023-10-18T17:11:39.941Z|0x024550|0x00007FF7B82B971A (Unity) free_alloc_internal
2023-10-18T17:11:39.955Z|0x024550|0x00007FF7B824B4F5 (Unity) core::hash_set<unsigned short,core::hash<unsigned short>,std::equal_to<unsigned short> >::resize
2023-10-18T17:11:39.968Z|0x024550|0x00007FF7B94EB3BB (Unity) SceneTracker::SetObjectDirty
2023-10-18T17:11:39.978Z|0x024550|0x00007FF7B82E4DEB (Unity) Object::SetDirty
2023-10-18T17:11:39.988Z|0x024550|0x00007FF7B922FB10 (Unity) ParticleSystem::Stop
2023-10-18T17:11:39.996Z|0x024550|0x00007FF7B9230897 (Unity) ParticleSystem::Update1Incremental
2023-10-18T17:11:40.001Z|0x024550|0x00007FF7B9231021 (Unity) ParticleSystem::Update1b
2023-10-18T17:11:40.007Z|0x024550|0x00007FF7B9232CE5 (Unity) ParticleSystem::UpdateFunction
2023-10-18T17:11:40.018Z|0x024550|0x00007FF7B85DFD1C (Unity) ujob_execute_job
2023-10-18T17:11:40.024Z|0x024550|0x00007FF7B85DF434 (Unity) lane_guts
2023-10-18T17:11:40.030Z|0x024550|0x00007FF7B85E1E44 (Unity) worker_thread_routine
2023-10-18T17:11:40.039Z|0x024550|0x00007FF7B880DFA7 (Unity) Thread::RunThreadWrapper
2023-10-18T17:11:40.043Z|0x024550|0x00007FFACE04257D (KERNEL32) BaseThreadInitThunk
2023-10-18T17:11:40.046Z|0x024550|0x00007FFACF22AA78 (ntdll) RtlUserThreadStart
2023-10-18T17:11:40.046Z|0x024550|
========== END OF STACKTRACE ===========
1 Like
IJM_1
October 23, 2023, 12:30pm
6
You must be joking; this is not acceptable. What’s the purpose of having an LTS version if it isn’t thoroughly tested? We rely on the LTS for its stability, but with the current quality of these builds, we might as well resort to using the nightly builds. It seems evident that you don’t conduct any unit tests, as they would have caught this issue within minutes. I have to ask, do you even initiate the editor build before releasing it, or do you simply merge the code and put out the build without any testing?
p.s.
I’m paying for this “service” every month.
7 Likes
If you want to get this sorted out, your best bet is to submit a bug report through Unity’s document here: Unity QA: Building quality with passion
It’s super important to include a reproduction project alongside your report if you actually want your issue to be addressed. Otherwise, it could take ages for anyone else to come across it or for Unity Technologies to address it.
If you make it too difficult for Unity staff to recreate the problem you’re experiencing, chances are slim to none that it’ll ever get fixed. I know it’s not really your job to become Unity’s QA or whip up a top-notch bug report, but that’s just the way things are.
Once you’ve submitted your report, you should receive an email confirmation complete with a Case number. Be sure to post that number (without the link) on this forum thread so that the Unity staff that watch this thread can track it down.
If anyone has submitted a bug report, please reply with the case number and we will get on it.
3 Likes
Peter77:
If you want to get this sorted out, your best bet is to submit a bug report through Unity’s document here: https://unity3d.com/unity/qa/bug-reporting
It’s super important to include a reproduction project alongside your report if you actually want your issue to be addressed. Otherwise, it could take ages for anyone else to come across it or for Unity Technologies to address it.
If you make it too difficult for Unity staff to recreate the problem you’re experiencing, chances are slim to none that it’ll ever get fixed. I know it’s not really your job to become Unity’s QA or whip up a top-notch bug report, but that’s just the way things are.
Once you’ve submitted your report, you should receive an email confirmation complete with a Case number. Be sure to post that number (without the link) on this forum thread so that the Unity staff that watch this thread can track it down.
We always knew. It’s almost impossible to reproduce a random editor crash bug in an uploadable tiny project.
Peter77:
If you want to get this sorted out, your best bet is to submit a bug report through Unity’s document here: https://unity3d.com/unity/qa/bug-reporting
It’s super important to include a reproduction project alongside your report if you actually want your issue to be addressed. Otherwise, it could take ages for anyone else to come across it or for Unity Technologies to address it.
If you make it too difficult for Unity staff to recreate the problem you’re experiencing, chances are slim to none that it’ll ever get fixed. I know it’s not really your job to become Unity’s QA or whip up a top-notch bug report, but that’s just the way things are.
Once you’ve submitted your report, you should receive an email confirmation complete with a Case number. Be sure to post that number (without the link) on this forum thread so that the Unity staff that watch this thread can track it down.
Its almost impossible sometimes to submit 90% of cases as production projects sizes are 100GB sometimes. I also noted native UNKOWN crashes in 11 LTS, reverting back to 10 now It crashes 9 timers of 10 when attaching VS for debug
We had the same problem, crashed on MemoryManager::Allocate
or MemoryManager::smile:eallocate
. Most of them crashed on heavy environment, with lots of models and particle effects.
(Sorry I can’t submit a bug report either, our project is also 100GB↑, and contains lots of confidential assets currently)
Same on 2022.3.11, seems fine on 2022.3.10.
Stack trace:
#0 0x0000010304080c in block_merge_next
#1 0x00000100e3e178 in DynamicHeapAllocator::smile:eallocate(void*)
#2 0x00000100e4bfe0 in DelayedPointerDeletionManager::CleanupPendingMainThreadPointers()
#3 0x00000100e4cbc8 in DualThreadAllocator<DynamicHeapAllocator>::FrameMaintenance(bool)
#4 0x00000100e45a08 in MemoryManager::FrameMaintenance(bool)
#5 0x000001011fca40 in InitPlayerLoopCallbacks()::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward()
#6 0x000001011e4280 in ExecutePlayerLoop(NativePlayerLoopSystem*)
#7 0x000001011e42b4 in ExecutePlayerLoop(NativePlayerLoopSystem*)
#8 0x000001011e46b4 in PlayerLoop()
#9 0x00000102143e4c in EditorPlayerLoop::Execute()
#10 0x00000102144684 in PlayerLoopController::InternalUpdateScene(bool, bool)
#11 0x0000010213cfbc in PlayerLoopController::UpdateSceneIfNeededFromMainLoop()
#12 0x0000010213a510 in Application::TickTimer()
#13 0x000001033c3738 in -[EditorApplication TickTimer]
#14 0x0000018377f8e8 in __NSFireTimer
#15 0xa33680018265bd94 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#16 0xe00100018265ba3c in __CFRunLoopDoTimer
#17 0x1a6700018265b574 in __CFRunLoopDoTimers
#18 0xfd7880018263ea20 in __CFRunLoopRun
#19 0xec1380018263dc2c in CFRunLoopRunSpecific
#20 0x124c80018cb96448 in RunCurrentEventLoopInMode
#21 0x663b80018cb960d8 in ReceiveNextEventCommon
#22 0x1b2e00018cb95fdc in _BlockUntilNextEventMatchingListInModeWithFilter
#23 0x202000185e18f90 in _DPSNextEvent
#24 0x233b8001865ecb94 in -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#25 0x4379800185e0c43c in -[NSApplication run]
#26 0x1a2e000185de3708 in NSApplicationMain
#27 0x5c158001033dbca4 in EditorMain(int, char const**)
#28 0x000001033dbff0 in main
#29 0x000001821e9058 in start
Snorkel
October 25, 2023, 10:27am
14
Same all memory related, D3D11, Particles, Physics.
2022.3.10 seems to work ok.
But 2022.3.11 EDITOR crashes 2-5 min into playmode (fps game, bunch of raycasts, particles and navmesh agents).
I did manage to play a build for 30 min on Quest (android) without any issues.
We are submitting a fix for a bad particle system change to 2022.3 asap. the bad change went into the .11 patch. i notice that most of the callstacks don’t mention particles, but, i think it’s likely that the regression is causing all of this. I’ll post again once i know the exact patch version. sorry for the inconvenience.
EDIT: you can track it here: Unity Issue Tracker - [particles] Calling SetDirty from a thread causes crashes
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Same here. Crashes randomly and without any reason.
Anyone try with 2022.3.12f1 release ?
I have the same issue for both 2022.3.12f1 AND 2022.3.11f1. Playmode in editor crashes it
9,10,11,12 Instant crash when I attach VS 2022 and start debugging. Whenever I change code and domain reload boom crash !
Abnormalia:
9,10,11,12 Instant crash when I attach VS 2022 and start debugging. Whenever I change code and domain reload boom crash !
Do you have the latest Visual Studio Package v2.0.22 and Visual Studio v17.7.6?