We are experiencing crashes at totally different points in our game and we can’t figure out why or whether they share the same root.
We are using URP and version 2022.3.33f1. Cinemachine, Dialogue Systems, and Beautify are the main plugins in our project.
Recent crashes:
- at the beginning of the game where there’s just a warning panel (behind the canvas there are meshes which are currently blocked by the warning panel); this happened in Start Scene
========== OUTPUTTING STACK TRACE ==================
0x00007FFC35E42447 (UnityPlayer) RenderingCommandBuffer::ClearCommands
0x00007FFC35E9D2D8 (UnityPlayer) ScriptableRenderContext::CleanupCommandBuffers
0x00007FFC35E9ECBE (UnityPlayer) ScriptableRenderContext::ExecuteScriptableRenderLoop
0x000001E37FF360DA (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal_Injected (UnityEngine.Rendering.ScriptableRenderContext&)
0x000001E37FF3600B (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal ()
0x000001E37FF35FAB (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit ()
0x000001E36B2B6983 (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData&)
0x000001E36B2A6B83 (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera)
0x000001E36B2A251B (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
0x000001E36B2A1BC4 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
0x000001E36B24C703 (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object)
0x000001E36B24C983 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object (object,intptr,intptr,intptr)
0x00007FFC38BF4C1E (mono-2.0-bdwgc) mono_jit_set_domain
0x00007FFC38B2D254 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007FFC38B2D3CC (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FFC35E9FB33 (UnityPlayer) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
0x00007FFC35D3B13D (UnityPlayer) RenderManager::RenderCamerasWithScriptableRenderLoop
0x00007FFC35D3B88E (UnityPlayer) RenderManager::RenderCameras
0x00007FFC35F1AA3F (UnityPlayer) PlayerRender
0x00007FFC35F0AC88 (UnityPlayer) ExecutePlayerLoop
0x00007FFC35F0AE74 (UnityPlayer) ExecutePlayerLoop
0x00007FFC35F0B392 (UnityPlayer) PlayerLoop
0x00007FFC3615E07B (UnityPlayer) PerformMainLoop
0x00007FFC36160A7B (UnityPlayer) MainMessageLoop
0x00007FFC36163E2B (UnityPlayer) UnityMainImpl
0x00007FFC361640CB (UnityPlayer) UnityMain
0x00007FF6B66611F2 (Inkression) __scrt_common_main_seh
0x00007FFC8A2C259D (KERNEL32) BaseThreadInitThunk
0x00007FFC8C38AF38 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
- when just finished talking to an NPC where he should stop looking at player (we did this through setting look weight in animation); this happened in Main Scene.
========== OUTPUTTING STACK TRACE ==================
0x00007FFC387B3742 (UnityPlayer) block_remove
0x00007FFC387B3F3A (UnityPlayer) tlsf_free
0x00007FFC378A7B23 (UnityPlayer) DynamicHeapAllocator::Deallocate
0x00007FFC378AF0FB (UnityPlayer) DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate
0x00007FFC378AB450 (UnityPlayer) MemoryManager::Deallocate
0x00007FFC37B3280C (UnityPlayer) profiler_start_new_frame
0x00007FFC37B1ADCE (UnityPlayer) `InitPlayerLoopCallbacks'::`2'::InitializationProfilerStartFrameRegistrator::Forward
0x00007FFC37B0AC88 (UnityPlayer) ExecutePlayerLoop
0x00007FFC37B0AE74 (UnityPlayer) ExecutePlayerLoop
0x00007FFC37B0B392 (UnityPlayer) PlayerLoop
0x00007FFC37D5E07B (UnityPlayer) PerformMainLoop
0x00007FFC37D60A7B (UnityPlayer) MainMessageLoop
0x00007FFC37D63E2B (UnityPlayer) UnityMainImpl
0x00007FFC37D640CB (UnityPlayer) UnityMain
0x00007FF6E3B811F2 (Inkression) __scrt_common_main_seh
0x00007FFC8A2C259D (KERNEL32) BaseThreadInitThunk
0x00007FFC8C38AF38 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
- When entering Prologue Scene from Start Scene
========== OUTPUTTING STACK TRACE ==================
0x00007FFC387B3742 (UnityPlayer) block_remove
0x00007FFC387B3F74 (UnityPlayer) tlsf_free
0x00007FFC378A7B23 (UnityPlayer) DynamicHeapAllocator::Deallocate
0x00007FFC378AD432 (UnityPlayer) DelayedPointerDeletionManager::CleanupPendingMainThreadPointersInternal
0x00007FFC378AEE39 (UnityPlayer) DualThreadAllocator<DynamicHeapAllocator>::Allocate
0x00007FFC378AAF2A (UnityPlayer) MemoryManager::Allocate
0x00007FFC37C28076 (UnityPlayer) NovodexAllocator::allocate
0x00007FFC389B270C (UnityPlayer) physx::shdfnd::BroadcastingAllocator::allocate
0x00007FFC38A24C1B (UnityPlayer) physx::Sq::AABBTree::markNodeForRefit
0x00007FFC38A272BE (UnityPlayer) physx::Sq::AABBPruner::removeObjects
0x00007FFC38A961BB (UnityPlayer) physx::Sq::SceneQueryManager::removePrunerShape
0x00007FFC38A3880B (UnityPlayer) physx::NpShapeManager::detachShape
0x00007FFC389CAF3A (UnityPlayer) physx::NpRigidActorTemplate<physx::PxArticulationLink>::detachShape
0x00007FFC37C0DBEA (UnityPlayer) Collider::Cleanup
0x00007FFC378C3506 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C3406 (UnityPlayer) GameObject::ActivateAwakeRecursivelyInternal
0x00007FFC378C35B3 (UnityPlayer) GameObject::ActivateAwakeRecursively
0x00007FFC378C3C92 (UnityPlayer) GameObject::Deactivate
0x00007FFC37AF9C5B (UnityPlayer) DestroyObjectHighLevel_Internal
0x00007FFC37AFB2FF (UnityPlayer) UnloadGameScene
0x00007FFC37B0197C (UnityPlayer) SingleSceneLoadPre
0x00007FFC37B29E32 (UnityPlayer) LoadSceneOperation::IntegrateMainThread
0x00007FFC37B2B331 (UnityPlayer) PreloadManager::UpdatePreloadingSingleStep
0x00007FFC37B2B735 (UnityPlayer) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007FFC37B2B98A (UnityPlayer) PreloadManager::UpdatePreloading
0x00007FFC37B0AC88 (UnityPlayer) ExecutePlayerLoop
0x00007FFC37B0AE74 (UnityPlayer) ExecutePlayerLoop
0x00007FFC37B0B392 (UnityPlayer) PlayerLoop
0x00007FFC37D5E07B (UnityPlayer) PerformMainLoop
0x00007FFC37D60A7B (UnityPlayer) MainMessageLoop
0x00007FFC37D63E2B (UnityPlayer) UnityMainImpl
0x00007FFC37D640CB (UnityPlayer) UnityMain
0x00007FF6E3B811F2 (Inkression) __scrt_common_main_seh
0x00007FFC8A2C259D (KERNEL32) BaseThreadInitThunk
0x00007FFC8C38AF38 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
If any one knows please help us understand what’s causing these crashes. We would really really appreciate it.