Running a project with Unity 5.5.0f3, we encounter this error occasionally (10% of the time?) in our WebGL build.
Behavior - Game runs through the browser for some time, then returning to our Main Menu scene sometimes causes a crash. Browser pops up a prompt with part of the stack trace, and the game cannot be played without refreshing the page.
Here’s are several callstacks of the issue that are similar to each other but occur at slightly different times. I’m working to get a development build callstack as well.
This first one occurred when we set a Canvas inactive shortly after loading our main menu:
[LIST=1]
[*]Invoking error handler due to
[*]uncaught exception: abort() at jsStackTrace (AutoPlayTesting.js:1:19540)
[*]stackTrace (AutoPlayTesting.js:1:19711)
[*]abort (AutoPlayTesting.js:3:31245)
[*]_abort (AutoPlayTesting.js:1:196409)
[*]_free [H3s] (blob:31:1)
[*]MemoryManager::smile:eallocate(void*, MemLabelIdentifier) [E_] (blob:9:1)
[*]free_alloc_internal(void*, MemLabelIdentifier) [C_] (blob:9:1)
[*]VertexData::~VertexData() [RFb] (blob:12:1)
[*]SharedMeshData::~SharedMeshData() [wGb] (blob:12:1)
[*]UI::smile:estroyCanvasData(JobFence&, UI::CanvasData&) [e8e] (blob:18:1)
[*]UI::Canvas::RemoveFromManager() [a8e] (blob:18:1)
[*]Behaviour::smile:eactivate(DeactivateOperation) [Ykb] (blob:13:1)
[*]GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) [Taa] (blob:9:1)
[*]GameObject::SetSelfActive(bool) [Ghc] (blob:17:1)
[*]GameObject_CUSTOM_SetActive(Il2CppObject*, unsigned char) [cwc] (blob:15:1)
[*]_GameObject_SetActive_m2887581199 [Gto] (blob:8:1)
[*]_MainMenu_HideAllPages_m1689355816 [Rmn] (blob:4:1)
[*]_MainMenu_ShowPage_m1980521116 [Mmn] (blob:4:1)
[*]_MainMenu_ButtonPressPicksInSpaceBack_m1662059176 [Omn] (blob:4:1)
[*]_MainMenu_Update_m3400556664 [Umn] (blob:4:1)
[*]RuntimeInvoker_Void_t1841601450(MethodInfo const*, void*, void**) [Ugm] (blob:4:1)
[*]dynCall_iiii [_ht] (blob:31:1)
[*]invoke_iiii (AutoPlayTesting.js:1:349074)
[*]il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) [Mos] (blob:22:1)
[*]_il2cpp_runtime_invoke [Mss] (blob:22:1)
[*]scripting_method_invoke(ScriptingMethodIl2Cpp, Il2CppObject*, ScriptingArguments&, Il2CppException**, bool) [W5] (blob:9:1)
[*]V5 (blob:9:1)
[*]MonoBehaviour::CallUpdateMethod(int) [dSb] (blob:12:1)
[*]MonoBehaviour::Update() [SRb] (blob:12:1)
[*]void BaseBehaviourManager::CommonUpdate<BehaviourManager>() [qhc] (blob:17:1)
[*]phc (blob:17:1)
[*]InitPlayerLoopCallbacks()::UpdateScriptRunBehaviourUpdatestruct::Forward() [PRa] (blob:16:1)
[*]PlayerLoop() [gfa] (blob:9:1)
[*]MainLoop() [Vea] (blob:9:1)
[*]dynCall_v [Bht] (blob:31:1)
[*]dynCall [Runtime.dynCall] (AutoPlayTesting.js:1:7469)
[*]_emscripten_set_main_loop [_emscripten_set_main_loop/browserIterationFunc] (AutoPlayTesting.js:1:38956)
[*]runIter [Browser.mainLoop.runIter] (AutoPlayTesting.js:1:42048)
[*]Browser_mainLoop_runner (AutoPlayTesting.js:1:40493)
[/LIST]
This second one occurred when returning to our Main Menu scene:
Invoking error handler due to
Uncaught abort(104) at Error
at jsStackTrace (FullUncompressedBugHunt.js:1:19540)
at stackTrace (FullUncompressedBugHunt.js:1:19711)
at abort (FullUncompressedBugHunt.js:3:31761)
at b104 [Array.yFt] (FullUncompressedBugHunt.asm.js:46:704994)
at GameObject::WillDestroyGameObject() [gba] (FullUncompressedBugHunt.asm.js:7:881065)
at PreDestroyRecursive(GameObject&, unsigned int*) [Waa] (FullUncompressedBugHunt.asm.js:7:873205)
at PreDestroyRecursive(GameObject&, unsigned int*) [Waa] (FullUncompressedBugHunt.asm.js:7:873334)
at DestroyGameObjectHierarchy(GameObject&) [Uaa] (FullUncompressedBugHunt.asm.js:7:872661)
at DestroyObjectHighLevel(Object*, bool) [a7] (FullUncompressedBugHunt.asm.js:7:710582)
at DelayedDestroyCallback(Object*, void*) [Array.gFb] (FullUncompressedBugHunt.asm.js:8:200806)
at DelayedCallManager::Update(int) [Array.Vrb] (FullUncompressedBugHunt.asm.js:9:707933)
at eSa [Array.eSa] (FullUncompressedBugHunt.asm.js:12:124292)
at PlayerLoop() [wfa] (FullUncompressedBugHunt.asm.js:7:1065993)
at MainLoop() [Array.jfa] (FullUncompressedBugHunt.asm.js:7:1054959)
at dynCall_v [Fzt] (FullUncompressedBugHunt.asm.js:46:680587)
at dynCall [Object.dynCall] (FullUncompressedBugHunt.js:1:7492)
at browserIterationFunc (FullUncompressedBugHunt.js:1:38964)
at runIter [Object.runIter] (FullUncompressedBugHunt.js:1:42048)
at Browser_mainLoop_runner (FullUncompressedBugHunt.js:1:40510)
This third one occurred when returning to the MainMenu scene as well:
An error occurred running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
uncaught exception: abort(123) at jsStackTrace (FullUncompressedBugHunt.js:1:19540)
stackTrace (FullUncompressedBugHunt.js:1:19711)
abort (FullUncompressedBugHunt.js:3:31761)
b123 [_Gt] (FullUncompressedBugHunt.asm.js:46:709637)
MemoryManager::smile:eallocate(void*, MemLabelIdentifier) [U_] (FullUncompressedBugHunt.asm.js:7:520841)
free_alloc_internal(void*, MemLabelIdentifier) [S_] (FullUncompressedBugHunt.asm.js:7:519838)
ConstantString::~ConstantString() [uea] (FullUncompressedBugHunt.asm.js:7:1021377)
GameObject::~GameObject() [_6a] (FullUncompressedBugHunt.asm.js:9:51674)
delete_object_internal_step2(Object*) [_aa] (FullUncompressedBugHunt.asm.js:7:876968)
DestroyGameObjectHierarchy(GameObject&) [Uaa] (FullUncompressedBugHunt.asm.js:7:872846)
DestroyObjectHighLevel(Object*, bool) [a7] (FullUncompressedBugHunt.asm.js:7:710582)
DelayedDestroyCallback(Object*, void*) [gFb] (FullUncompressedBugHunt.asm.js:8:200806)
DelayedCallManager::Update(int) [Vrb] (FullUncompressedBugHunt.asm.js:9:707922)
eSa (FullUncompressedBugHunt.asm.js:12:124262)
PlayerLoop() [wfa] (FullUncompressedBugHunt.asm.js:7:1065555)
MainLoop() [jfa] (FullUncompressedBugHunt.asm.js:7:1054959)
dynCall_v [Fzt] (FullUncompressedBugHunt.asm.js:46:680578)
dynCall [Runtime.dynCall] (FullUncompressedBugHunt.js:1:7469)
_emscripten_set_main_loop [_emscripten_set_main_loop/browserIterationFunc] (FullUncompressedBugHunt.js:1:38956)
runIter [Browser.mainLoop.runIter] (FullUncompressedBugHunt.js:1:42048)
Browser_mainLoop_runner (FullUncompressedBugHunt.js:1:40493)
Any idea what the underlying issue may be and how we might fix it? As far as I’m aware, we aren’t using asset bundles (which I’ve seen from other posts to sometimes cause crashes). I don’t see anything in our code that should be causing these issues.