Burst 2d animation Failed

I migrated from 2022 to Unity 6, and now, sometimes, 2d Rigged animation goes crazy.

I got a lot of this messages in console:

System.ArgumentException: Key: -2324440 is not present.
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ffcb99cfcee (Unity) burst_abort
0x00007ffd31caf4be (6d9d5499ae5f8d9bcd9246e0b9622b8) burst_Abort_Trampoline
0x00007ffd31caa9cd (6d9d5499ae5f8d9bcd9246e0b9622b8) Unity.Collections.NativeHashMap`2<int,UnityEngine.U2D.Animation.TransformAccessJob.TransformData>.get_Item (at D:/AloneGame/alone_unity_urp2d/Library/PackageCache/com.unity.burst/.Runtime/Library/PackageCache/com.unity.collections/Unity.Collections/NativeHashMap.cs:389)
0x00007ffd31caa632 (6d9d5499ae5f8d9bcd9246e0b9622b8) Unity.Jobs.IJobParallelForExtensions.ParallelForJobStruct`1<UnityEngine.U2D.Animation.BoneDeformBatchedJob>.Execute(ref UnityEngine.U2D.Animation.BoneDeformBatchedJob jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_0d64390541958b43604801c180219108 from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at D:/AloneGame/alone_unity_urp2d/Library/PackageCache/com.unity.burst/.Runtime/unknown/unknown:0)
0x00007ffd31ca9c9d (6d9d5499ae5f8d9bcd9246e0b9622b8) 6d933222c5b0c0c915d062861958d408
0x00007ffcb99cc3c5 (Unity) ExecuteJob
0x00007ffcb99cc6ee (Unity) ExecuteJobCopyData
0x00007ffcb99c98e6 (Unity) ujob_execute_job
0x00007ffcb99c8a9f (Unity) lane_guts
0x00007ffcb99cb714 (Unity) worker_thread_routine
0x00007ffcb9bc157d (Unity) Thread::RunThreadWrapper
0x00007ffd3d7f259d (KERNEL32) BaseThreadInitThunk
0x00007ffd3edeaf38 (ntdll) RtlUserThreadStart

Unity doesn’t care, apparently.

What makes you say that? Was a bug report created back in February this year? Maybe it was actioned and resolved? Maybe the above was part of some issue with Burst that was actioned? Plenty of time is spent on the forums asking question after question chasing root causes but not all can be, even if they are discovered in the first place.

If the above is something that is easily repeated and affects more than an individual then I’d be very surprised if a bug wasn’t reported and therefore fixed.

This is why bug reports are important. Posts on Discussions are not a bug report and cannot be actioned or tracked.

You are entitled to your opinion but also, saying “Unity” doesn’t care as if it’s a single thing rather than many developers across lots of feature areas in teams, you’re essentially saying that none care about their specific area which is both wrong and pretty insulting to be honest.

The 2D team has some of the lowest bug counts with turn-around time extremely low for fixes. I can tell you quite confidently that we do care about the quality of the product.

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Likely happened due to a version mismatch or invalid skinning data. Usually resolved with package update or re-import. Since Burst has limited exception support, it just reports an error even though we do handle it internally.

Kindly please ensure to submit a bug report or a repro project when reporting a bug. This really helps analyzing the issue and if a bug report is submitted helps track the issue easily for all.

Thanks.

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What makes me say that is how 11 months had passed without a peep from anyone from Unity. Did the original poster submit a bug report? I don’t know. But I did after I experienced a similar bug and saw that nobody from Unity even bothered to address the original posting.

Trust me, I submit bug reports all the time. I’m starting to feel like a bother to the Unity team from all the bug reports I submit. What annoys me most is how probably 75% of the bug reports are closed either because it’s deemed “by design” or “won’t fix” because not a lot of people have reported it, or because the team can’t reproduce a bug on demand. If people from Unity could watch over my shoulder as I do a normal day of work, you’d see TONs of errors happening, some of which I’ve reported, some of which I’ve just grown to ignore or work around. What scares me most is how me and others like me are getting so used to Unity bugs being a regular thing that we just treat it as normal now. So yeah, it feels like Unity doesn’t care most of the time.

By the way, regarding the original post. I don’t know if it’s the same issue, but discovered that if you are animating a skinned sprite, changing the active flag of a GameObject via animation will throw all kinds of errors. Perhaps your animations were doing that? Yes, I submitted a bug report about that, with a project reproducing the issue.

Our support system isn’t based on ensuring we see every single post about an issue. It’s based upon bug reports or the worse-case, devs stumbling across posts. If you want to correlate responses on Discussions to your viewpoint then feel free but it’s not a valid metric.

You may feel that way but do you have the same experience with 2D bugs or 2D animation because it’s here that you chose to make the statement “Unity doesn’t care, apparently”?

This is more constructive for everyone. :slight_smile:

If you have an active bug report then I’d be curious to know what the incident number is and its status.

Despite you thinking bugs are ignored and/or closed without consideration, I can at least assure you that this isn’t the case for the 2D team. Most of the team like me are on leave for Xmas yet we’re here on the forums.

I am happy to see some passion in your response. It’s something that’s typically lacking in general from Unity’s responses. Please remember that most people like me don’t see individuals working on specific issues. We see “Unity” as a whole. That doesn’t mean you specifically don’t care. It means all the way from the CEO down to the middle management. People that make the big decisions and brag publicly about how stable the latest release is without actually knowing what it’s really like. I apologize to you and the team directly working on the product, since you probably don’t have much choice on what to focus your efforts on.

To be fair, I haven’t used a lot of the 2D features of Unity. But in my defense, the first time I used the sprite skinning feature, I ran into multiple bugs. The first time. Then when googling for answers (because that’s the first thing I do before submitting a bug report), a similar problem goes unnoticed for 11 months. That’s not a good impression.

By the way, I also had problems with the IKManager2D component. One thing that drives me crazy more than anything with Unity is when I click the ? button for a built-in component and get a broken link. Lack of easily accessible documentation is a huge problem, which is why it always leads to googling and finding forums posts like this.

Hi, thank you all for the feedback and opinions.

I am looking at the list of bugs we have for 2D animation, and it seems that there is no report described in the original post in this thread. It would be great to have it reported so that we can repro the issue and fix it if the bug persists.

As my colleague MelvMay said, we track bug records, but not necessarily forum discussions.

As MelvMay mentioned, could you share the incident number if you’ve filed it ?
I’ve scanned our 2D Animation bug list and couldn’t find anything that appears to match this issue at a glance.

Could you let us know which Unity Editor version and 2D Animation package version you’re using? I’ve just tested this on my end and confirmed that the “?” button is pointing to a valid link.

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Unity 6000.3.2f1
Here’s all the 2D packages in the project.

Here’s the broken link https://docs.unity3d.com/6000.3/Documentation/Manual/script-IKManager2D.html

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To clarify, the original post wasn’t mine, but I commented that MAYBE it’s the same issue that I ran into, which is the one I reported in the link in my previous reply.

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First of all, thank you for taking the time to provide the information and report it the issue with the Bug Reporter!

However, when I’ve accessed the attached project the Animation directory seems to be omitted (only the .meta file exist). Hence I am not able to follow your provided reproduction steps.

That being said, I have attempted to create my own simplistic deformed sprite animations with sub-sprites being activated/deactivated during the animation clip in 6000.3.0a2 (2D Animation 13.0.2) as mentioned.
I start to encounter errors such as “System.IndexOutOfRangeException: Index -1 is out of range of ‘38’” when entering Playmode when I have two distinct animated sprites with activation/deactivating in the same scene, but it seems different from the original poster’s issue. Is this what you are experiencing Gillissie?

If you are able to provide the reproduction steps in creating the animation assets required, or able to provide these animation assets to reproduce the issue you’ve faced, that will be most useful.

In the meantime, I’ll be continuing to gather more information on the issue I have encountered.

It sounds like you’ve already reproduced the bug. As I mentioned above, I don’t know if the original post’s bug was the exact same thing, but maybe it was. There’s not a lot of extra info in the orignal post.

I don’t know why there would be missing assets in the submitted project though. I just submitted it through the bug reporter and included the project as it does by default. However, I did submit two different bugs, with varying versions of that same project. I assumed the bug report would link to the version of the project that existing at the time of the bug report, but maybe you’re getting it confused with the other bug report.

Here’s a screenshot of the project as it exists right now on my computer.

@DavidTeo I’ve zipped and attached the full project here. All you have to do is play the game, then click the button in the top left to start the animation and watch the errors happen.

Skinning Bug Project.zip (19.8 MB)

Also by the way, this is the other bug I reported that’s related to this project, but probably doesn’t have the animations included in the attached project. I wonder if they’re getting confused.

@Gillissie
Thank you for the very prompt response and providing the repro project here.
I have downloaded the project you have attached here, and indeed the Animation assets is there and able to reproduce it by going into play mode and hitting the UI button at the corner.

I’ll be communicating to the team about this bug and this should be fixed.

Regarding about this bug, when I have accessed the project with 6000.3.2f1 and tried to follow the provided reproduction steps, I am not able to observe the appearances of errors when accessing the Skinning Editor on the sprite.

Are there any other required information that can help us to reproduce and investigate into this issue?

I think it might be critical to try it on a Mac, as noted in my first response to the bug report. Did you try it on a Mac?

Hello. I encountered exactly the same issue when upgrading from Unity 6 to 6.3. I admit that I didn’t read all the messages in the thread very carefully, focusing mainly on the solution itself, but I would like to note just in case that in Unity 6 (6000.0.36f1) I did not encounter any such problems in the same project.

I will closely follow the search for a solution. Thank you for your work.

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