Burst preview 6 crash on domain reload

Got this first time when I made a code change while the player was running after upgrading to preview 6. I did do a restart of Unity after upgrading. Unity 2019.2.9f1.

========== OUTPUTTING STACK TRACE ==================

0x00007FF6708AC2BF (Unity) scripting_object_get_class
0x00007FF66FB11A60 (Unity) BurstCompilerService::CompileAsync
0x00007FF6702210A9 (Unity) CreateJobReflectionData
0x00007FF6702211F8 (Unity) CreateJobReflectionData
0x00007FF670989633 (Unity) JobsUtility_CUSTOM_CreateJobReflectionData
0x0000017BC617D5FC (Mono JIT Code) (wrapper managed-to-native) Unity.Jobs.LowLevel.Unsafe.JobsUtility:CreateJobReflectionData (System.Type,System.Type,Unity.Jobs.LowLevel.Unsafe.JobType,object,object,object)
0x0000017BC617D46B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\ScriptBindings\Jobs.bindings.cs:96] Unity.Jobs.LowLevel.Unsafe.JobsUtility:CreateJobReflectionData (System.Type,Unity.Jobs.LowLevel.Unsafe.JobType,object,object,object)
0x0000017BC617D29B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\Managed\IJobParallelFor.cs:23] Unity.Jobs.IJobParallelForExtensions/ParallelForJobStruct1<AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob>:Initialize () 0x0000017BC617CD1B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\Managed\IJobParallelFor.cs:50] Unity.Jobs.IJobParallelForExtensions:Schedule<AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob> (AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob,int,int,Unity.Jobs.JobHandle) 0x0000017BC617A03B (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\Terrains\UnityTerrain.cs:672] AwesomeTechnologies.VegetationSystem.UnityTerrain:SampleCellHeight (Unity.Collections.NativeArray1<UnityEngine.Bounds>,single,UnityEngine.Rect,Unity.Jobs.JobHandle)
0x0000017BC61738B6 (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro_VegetationCells.cs:70] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:CreateVegetationCells ()
0x0000017BC0275C03 (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro.cs:348] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem ()
0x0000017BC027077B (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro.cs:380] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable ()
0x0000017C1776DD18 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFBABA8C010 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFBABA12122 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFBABA1B11F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
0x00007FF6708ABFC2 (Unity) scripting_method_invoke
0x00007FF6708A5C71 (Unity) ScriptingInvocation::Invoke
0x00007FF67085ED7B (Unity) MonoBehaviour::CallMethodIfAvailable
0x00007FF67085CC4E (Unity) MonoBehaviour::AddToManager
0x00007FF6709048F6 (Unity) SerializableManagedRefsUtilities::AwakeInstancesAfterBackupRestoration
0x00007FF670863B8F (Unity) MonoManager::EndReloadAssembly
0x00007FF67086ECE9 (Unity) MonoManager::ReloadAssembly
0x00007FF66EEB45C3 (Unity) ReloadAllUsedAssemblies
0x00007FF66F2D6F4C (Unity) AssetInterface::ReloadDomainIfNecesary
0x00007FF66F2D23DE (Unity) AssetInterface::processAssetsImplementation
0x00007FF66F2DCB5D (Unity) AssetInterface::StopAssetEditing
0x00007FF66F2D65AE (Unity) AssetInterface::RefreshInternal
0x00007FF66F2D3588 (Unity) AssetInterface::Refresh
0x00007FF66F260780 (Unity) AssetDatabase::Refresh
0x00007FF66E91530A (Unity) Application::AutoRefresh
0x00007FF66F1CF473 (Unity) ContainerWindow::ContainerWndProc
0x00007FFBF67763ED (USER32) CallWindowProcW
0x00007FFBF6775FBC (USER32) DispatchMessageW
0x00007FFBF67828D3 (USER32) IsWindowVisible
0x00007FFBF69DFE14 (ntdll) KiUserCallbackDispatcher
0x00007FFBF3C810C4 (win32u) NtUserPeekMessage
0x00007FFBF6779CC2 (USER32) PeekMessageW
0x00007FFBF677A2B9 (USER32) PeekMessageA
0x00007FF66F1C576E (Unity) MainMessageLoop
0x00007FF66F1C82DF (Unity) WinMain
0x00007FF671E6B652 (Unity) __scrt_common_main_seh
0x00007FFBF5147BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFBF69ACED1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

Hello,
sorry about the issue. Did you only upgrade burst? If you downgrade to preview 5, is everything working normally?

Ya burst was the only thing I upgraded, downgraded and the issue went away.

The code that is failing is not part of the burst package but is only in the Unity Editor, so we don’t know exactly what is going on here, and why upgrading to a new version is changing this behavior.

Ok, that’s something that we will have to investigate, because I don’t think that burst is working well today if a code change is happening with a domain reload while being in playmode

I was suspicious about Vegetation Studio seeming to be the trigger. It uses ExecuteInEditMode and OnEnable to start a number of burst jobs. But I was in the middle of something else and didn’t have time to really test that theory. I’ll try to find some time to do that.