Crash in GenerateCombinedDynamicVisibleListJob

Hello,

We have one of those easy to find crashes in our game, you know them, the ones that happen at random moments. I’m trying to find the cause and I hope that by sharing everything I gathered so far, someone can point me to a possible solution.

What happens: in a specific scene of our game, the game hard crashes at random time intervals, at random locations. The call stack is this:

2992912--222885--upload_2017-3-14_11-45-18.png

This suggests it would have something to do with dynamic batching, so I tried a build with dynamic batching disabled. I have not been able to reproduce the crash with that build. However I can’t be 100% sure since the time interval when the crash happens is very random.

But I’m assuming that this is dynamic batching related. I have read a few forum posts that indicate that there used to be a problem when a mesh had no vertex colors and the shader needed them. However, if that was the case here, the crash should happen every time at the same location.

I have this crash only with a game build, I cannot reproduce it in the editor (5.4.4p4).

Since it happens at random intervals I’m assuming this is threading related (the jobqueue in the callstack suggests that too).

I’m unable to create a small repro project unfortunately.

Does anyone have an idea what the problem could be, or what else I could try to solve this?

Thank you!
Alex

Related threads:

I’ll do some more tests

It seems to be this issue:

Hi Alex,

We’ve had the same issue in some of our projects. Been chatting with some Unity engineers, who also think it’s the issue you’ve linked. Apparently the issue is fixed internally and should be in a bug release soon. For now, try disabling occlusion culling off all your cameras and clearing your occlusion db. That fixed the crash on ours.

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Many thanks for your answer, I tried it immediately and I can confirm that the workaround solves the crash.

Now hoping that the fix comes soon, since I need occlusion culling in some scenes.