(Case 1321033) 2020.2 Is an absolute crash fest

I thought 2020.1 was bad.
Seems mostly related to assembly reloading and AssetDatabase V2 Refresh.


Latest one:

Received signal SIGSEGV
Stack trace:
0x00007ffebbf2d4ab (mono-2.0-bdwgc) [unity-liveness.c:379] mono_traverse_array
0x00007ffebbf2d8bb (mono-2.0-bdwgc) [unity-liveness.c:321] mono_traverse_objects
0x00007ffebbf2db31 (mono-2.0-bdwgc) [unity-liveness.c:549] mono_unity_liveness_calculation_from_root
0x00007ff6c9792936 (Unity) MarkDependencies
0x00007ff6c978dd53 (Unity) GarbageCollectSharedAssets
0x00007ff6c97d2a56 (Unity) UnloadUnusedAssetsOperation::IntegrateMainThread
0x00007ff6c97d6516 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007ff6c97d6c6f (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007ff6c97d5d4b (Unity) UnloadUnusedAssetsImmediate
0x00007ff6ca9838f6 (Unity) EditorAssetGarbageCollectManager::GarbageCollectIfHighMemoryUsage
0x00007ff6cab9f033 (Unity) Application::TickTimer
0x00007ff6cb505f51 (Unity) MainMessageLoop
0x00007ff6cb50a001 (Unity) WinMain
0x00007ff6cd379576 (Unity) __scrt_common_main_seh
0x00007fff39377034 (KERNEL32) BaseThreadInitThunk
0x00007fff3b11d241 (ntdll) RtlUserThreadStart

CheckDisalowAllocation. Allocating memory when it is not allowed to allocate memory. Label used for allocation: String.
0x00007ff6ca0244ec (Unity) StackWalker::GetCurrentCallstack
0x00007ff6ca02c8c9 (Unity) StackWalker::ShowCallstack
0x00007ff6cb4fc75c (Unity) GetStacktrace
0x00007ff6cc5e58b3 (Unity) DebugStringToFile
0x00007ff6c8f98b22 (Unity) MemoryManager::CheckDisalowAllocation
0x00007ff6c8f986cf (Unity) MemoryManager::Allocate
0x00007ff6c8fadadc (Unity) malloc_internal
0x00007ff6c84f9a0e (Unity) core::StringStorageDefault<char>::allocate
0x00007ff6cb55f5b6 (Unity) GetString_Impl
0x00007ff6cb55ea70 (Unity) EditorPrefs::GetString
0x00007ff6cb503351 (Unity) GetBugReporterCommandLine
0x00007ff6cb502c58 (Unity) CrashCallback
0x00007ff6ca023c8c (Unity) winutils::CrashHandler::smile:efaultSignalHandler
0x00007ff6c9e61627 (Unity) HandleSignal
0x00007ff6cd3ce94a (Unity) seh_filter_exe
0x00007ff6cd7911b9 (Unity) `__scrt_common_main_seh'::`1'::filt$0
0x00007ff6cd39c618 (Unity) _C_specific_handler
0x00007fff3b17197f (ntdll) _chkstk
0x00007fff3b11b754 (ntdll) RtlRaiseException
0x00007fff3b1704ae (ntdll) KiUserExceptionDispatcher
0x00007ffebbf2d0e2 (mono-2.0-bdwgc) [unity-liveness.c:202] mono_add_process_object
0x00007ffebbf2d4ab (mono-2.0-bdwgc) [unity-liveness.c:379] mono_traverse_array
0x00007ffebbf2d8bb (mono-2.0-bdwgc) [unity-liveness.c:321] mono_traverse_objects
0x00007ffebbf2db31 (mono-2.0-bdwgc) [unity-liveness.c:549] mono_unity_liveness_calculation_from_root
0x00007ff6c9792936 (Unity) MarkDependencies
0x00007ff6c978dd53 (Unity) GarbageCollectSharedAssets
0x00007ff6c97d2a56 (Unity) UnloadUnusedAssetsOperation::IntegrateMainThread
0x00007ff6c97d6516 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007ff6c97d6c6f (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007ff6c97d5d4b (Unity) UnloadUnusedAssetsImmediate
0x00007ff6ca9838f6 (Unity) EditorAssetGarbageCollectManager::GarbageCollectIfHighMemoryUsage
0x00007ff6cab9f033 (Unity) Application::TickTimer
0x00007ff6cb505f51 (Unity) MainMessageLoop
0x00007ff6cb50a001 (Unity) WinMain
0x00007ff6cd379576 (Unity) __scrt_common_main_seh
0x00007fff39377034 (KERNEL32) BaseThreadInitThunk
0x00007fff3b11d241 (ntdll) RtlUserThreadStart

5 mins before that:

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

0x00007FFF38CAD759 (KERNELBASE) RaiseException
0x00007FF6CB54A51F (Unity) LaunchBugReporter
0x00007FF6CAA37E7D (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FF6CAA38B3A (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FF6CC5E677E (Unity) DebugStringToFilePostprocessedStacktrace
0x00007FF6CC5E5D2F (Unity) DebugStringToFile
0x00007FF6C983F78E (Unity) CachedReader::OutOfBoundsError
0x00007FF6C9843CD4 (Unity) CachedReader::UpdateReadCache
0x00007FF6C9FDCDF9 (Unity) Walk
0x00007FF6C9FDCF08 (Unity) Walk
0x00007FF6C9FCBBCF (Unity) SafeBinaryRead::BeginTransfer
0x00007FF6C85914E2 (Unity) SafeBinaryRead::Transfer<int>
0x00007FF6C872E8E6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
0x00007FF6C999A5EE (Unity) TransferScriptingObject<SafeBinaryRead,0>
0x00007FF6C9999B6F (Unity) SerializableManagedRefTransfer::TransferMonoInstance<SafeBinaryRead>
0x00007FF6C9996010 (Unity) SerializableManagedRefTransfer::RestoreBackupImpl<SerializableManagedRefBackupGenerator>
0x00007FF6C9995DBB (Unity) SerializableManagedRefTransfer::RestoreBackup<SerializableManagedRefBackupGenerator>
0x00007FF6C9F1A6DD (Unity) SerializableManagedRefsUtilities::RestoreBackups
0x00007FF6C9E5E430 (Unity) MonoManager::EndReloadAssembly
0x00007FF6C9E65319 (Unity) MonoManager::ReloadAssembly
0x00007FF6CB2052D1 (Unity) ReloadAllUsedAssemblies
0x00007FF6CB6692A9 (Unity) ImportAndPostprocessOutOfDateAssets
0x00007FF6CB673D3B (Unity) RefreshInternalV2
0x00007FF6CB67B0E6 (Unity) StopAssetImportingV2
0x00007FF6CB674D19 (Unity) RefreshV2
0x00007FF6CB5DFD1E (Unity) AssetDatabase::Refresh
0x00007FF6CAB82FAF (Unity) Application::AutoRefresh
0x00007FF6CB533003 (Unity) ContainerWindow::ContainerWndProc
0x00007FFF391BE858 (USER32) CallWindowProcW
0x00007FFF391BE3DC (USER32) DispatchMessageW
0x00007FFF391D0BC3 (USER32) SendMessageTimeoutW
0x00007FFF3B170454 (ntdll) KiUserCallbackDispatcher
0x00007FFF38FE1064 (win32u) NtUserPeekMessage
0x00007FFF391BA5C3 (USER32) PeekMessageW
0x00007FFF391B9AD0 (USER32) PeekMessageA
0x00007FF6CB505B3B (Unity) MainMessageLoop
0x00007FF6CB50A001 (Unity) WinMain
0x00007FF6CD379576 (Unity) __scrt_common_main_seh
0x00007FFF39377034 (KERNEL32) BaseThreadInitThunk
0x00007FFF3B11D241 (ntdll) RtlUserThreadStart

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

Is anyone from Unity able to tell me what “SerializableManagedRefTransfer” relates to?
Is that the new SerializeReference feature?

Because every crash looks like it stems from that

Case 1321033 submitted.
Just uploaded a huge zip of crash reports as that’s all I can do. :frowning:

Happens 100% of the time when I’ve got a prefab selected containing UI objects and I make some script changes.
Haven’t tested in empty project, but hopefully can report a bug soon