Blocking Bug, no news for 15 days

I reported a critical bug 15 days ago ( http://fogbugz.unity3d.com/default.asp?691241_5379kc81q4fjp7fc )

My dev is stopped right now, please, please, please, someone from Unity, I need some help or feedback on this.
I’ve been working on this game since the end of 2012, and now I’m totally stuck, and depressed because of this.

Would be interesting to test it, can you post the example scene/script here?
(i didnt see crash on Mac when adjusting default sphere vert/tri count…)

Don’t know why your surprised with the delay…You could try some patch release in the mean time to test while you wait. Good luck…

Here is the repro project (Unity 5.0.1) : http://www.filedropper.com/dynamicmeshfreezerepro

The project create a Mesh programmatically. After 3 seconds, it adds vertices to the mesh.
On the editor and iOS it runs fine, on standalone mac or android, the app freezes.

No crash on standalone pc or android here… testing mac tomorrow.

Thank you. So you’re on Unity 5.0.1 on windows? So it could be a difference between Unity Mac and Unity Windows. Let us know your mac test results.

Hey, I checked your project on OS X Unity 5.0.1p3 and it works in the editor and crashes standalone as you’ve described. I modify meshes dynamically in some of our projects and haven’t seen this behaviour before.

I made your example work ok by adding a call to Mesh.UploadMeshData after updating the mesh;

protected void AddMoreTriangles() {
  // ...update mesh
 
  meshFilter.mesh.RecalculateNormals();
  meshFilter.mesh.Optimize();
  meshFilter.mesh.UploadMeshData(false);
}

Also, the Player.log reports an unhandled NULL exception when it crashes. Add this code and exception information to your example project and update your bug report - it might help Unity track down the problem.

Hope this helps :slight_smile:

2 Likes

yeah, app hangs on mac (did the build from pc)

Thanks @mgear , so maybe it doesn’t happen on android for me too, I thought it was, but I changed a bit the repro project and did not retested on android.

@greg-harding , thanks, I can’t find an “edit” button on the bug report ( http://fogbugz.unity3d.com/default.asp?691241_5379kc81q4fjp7fc ) should I submit a new bug report?
Thanks for this workaround. I hope this doesn’t hurt too much the performances though. I’ll test this in the “real” project where I found this bug first, cross fingers.
[edit] unfortunately this doesn’t fix the problem in my more complex project, where I saw this problem first.

Some news, not sure if it’s related to this thread, but Unity team sent an email to say the bug has been sent to the resolution team. Yeah! Thank you all!

@jptsetung you can reply to the email you were sent about the original bug report to add more info, or you can submit a new bug report and add ‘Case 691241’ in the title or body and Unity should pick it up ok. I’ve submitted extra test projects like this before when they’ve asked me for more info.

Sorry the mesh.UploadMeshData() tweak didn’t help fix your main project but it definitely fixed your test project here so something weird is going on in the OSX standalone player. The Player.log doesn’t say much in a debug/dev build either, just the unhandled NULL exception with no further info, so the problem must be deeper in the engine or drivers I guess.

In my experience they quite like receiving test projects that clearly show the problem :slight_smile: Nice work.

Yep thanks, I just answered to the email pointing to this thread.

Ok, it crashes in pc also, if you run it with “-force-opengl”

^^THIS. Perhaps OpenGL’s doing something weird? :smile:

If it is OpenGL, then that would be why it freezes on android too, since GLES is essentially mini-OpenGL… :stuck_out_tongue:

I suggest that you point out that mgear has clearly demonstrated a place to look for the problem. :wink:

Yes I added this thread to the bug report.
The problem doesn’t happen on iOS (maybe due to the IL2CPP thing?) which makes me think OpenGL is only one part of the problem.

@jptsetung : so, you’re using IL2CPP… Try not using it and see if it freezes up. (Well, if it’s possible to switch back to the normal Mono library that is)

@FuzzyQuills I could do this on the test project, but on the final project, correct me if I’m wrong, I need to turn on IL2CPP if I want to be able to publish it on the appstore?

Um… :smile: not sure, I don’t develop for iPhone. I wouldn’t imagine Apple blocking non-IL2CPP apps though, since Unity apps in the past haven’t used IL2CPP.

Yes, Apple require 64bit builds for new apps (and soon for updates to existing apps as well) which means using IL2CPP.