CommandBuffer and SkinnedMeshRenderer crash problem

Hi,

I use SkinnedMeshRenderer with CommandBuffer.DrawRenderer API, and add the CommandBuffer
by Camera.AddCommandBuffer API.
The game runs in Editor but crashes when I try to run it after it’s built.(Unity 5.4, PC platform)

Is it safe to use SkinnedMeshRenderer with CommandBuffer.DrawRenderer?

Any help is appreciated.
Thanks.

Did you have any luck with this? We seem to be running into it as well. It isn’t 100%, but it happens pretty frequently. The DrawRenderer calls work fine when handling regular mesh renderers and then with some frequency crash when we give them a skinned mesh renderer (5.4.2p3 PC).

We generally end up with this stack:
0x0112306A (Dawn_0.2.7.0) Thread::EqualsThreadID
0x01142D28 (Dawn_0.2.7.0) MeshFilter::VirtualRedirectTransfer
0x0105C538 (Dawn_0.2.7.0) CallbackArrayBase<void (cdecl*)(BaseRenderer * *,unsigned int,Camera const ,Matrix4x4f const &),void (cdecl)(void const ,BaseRenderer ,unsigned int,Camera const ,Matrix4x4f const &)>::MoveFoward
0x0106725C (Dawn_0.2.7.0) IAnimation::IAnimation
0x016625B6 (Dawn_0.2.7.0) RemapPPtrTransfer::TransferTypelessData
0x0166705E (Dawn_0.2.7.0) RemapPPtrTransfer::TransferTypelessData
0x012736CF (Dawn_0.2.7.0) Thread::RunThreadWrapper
0x76CF337A (kernel32) BaseThreadInitThunk
0x777392E2 (ntdll) RtlInitializeExceptionChain

Hi,

I have submitted the bug report.

It said that the bug is fixed in Unity 5.5.0

Great, thanks