I am now getting this exact same issue. It doesn’t happen everytime I instantiate the prefab, but it happens consistently in spells.
I will be working in Unity/MonoDevelop for several hours, periodically building my app and running it in the IDE alongside the executable (so that I can test client/server interaction), and then at some point instantiating an object in the client and/or server will cause them to immediately die (if the IDE is one of those who crashes, then the entire IDE crashes, no exception in debugger). The dump always, 100% of the time, has Animator::IsMatchingTarget() at the top of the stack. Then for some indeterminate amount of time this will continue to occur, sometimes with the server dying, sometimes with the client dying, sometimes IDE, sometimes executable, sometimes both.
Things I have tried but failed to help:
- Deleting the build entirely
- Running the IDE and executable as admin
- Disable indexing for build and project folder
- Disable antivirus (Windows Defender) for build and project folder
Things I have tried that seemed to help:
- Reimport all assets into new project somewhere else on disk, re-configure to match old project. Althought eventually the same thing happens, so this is not a very good solution.
- Delete build over and over, play around randomly in Unity, wait some period of time and try again
This is really making development impossible for me because when I have several hours carved out to work on my app, I may just be blocked until I no longer have any free time. I’d accept anything, even the most onerous workaround would do so that I can make steady progress.
Can email crash dump if desired (or else I’ll upload it if there’s some way to do that on here), will provide any scripts/assets/whatever that anybody investigating desires.
> TNPRH.exe!Animator::IsMatchingTarget() Line 1815 C++
TNPRH.exe!Animator::TargetMatch(bool matchCurrentFrame) Line 2409 C++
TNPRH.exe!Animator::FKStep() Line 619 C++
TNPRH.exe!Animator::FKStepStatic(void * userData) Line 807 C++
TNPRH.exe!JobScheduler::WaitForGroup(int group) Line 369 C++
TNPRH.exe!Animator::UpdateAvatars(Animator * * inputAvatars, unsigned int inputSize, float deltaTime, bool doFKMove, bool doRetargetIKWrite) Line 450 C++
TNPRH.exe!Animator::SetVisibleRenderers(bool visible) Line 985 C++
TNPRH.exe!Animator::AnimatorVisibilityCallback(void * userData, void * renderer, int visibilityEvent) Line 1007 C++
TNPRH.exe!EventManager::InvokeEvent(EventEntry * index, void * senderUserData, int eventType) Line 136 C++
TNPRH.exe!Object::InvokeEvent(int eventType) Line 1109 C++
TNPRH.exe!Renderer::RendererBecameVisible() Line 110 C++
TNPRH.exe!Unity::Scene::NotifyVisible(const CullingOutput visibleObjects) Line 427 C++
TNPRH.exe!CullScene(SceneCullingParameters cullingParameters, CullResults results) Line 235 C++
TNPRH.exe!Camera::CustomCull(const CameraCullingParameters parameters, CullResults results) Line 993 C++
TNPRH.exe!Camera::Cull(CullResults results) Line 801 C++
TNPRH.exe!RenderManager::RenderCameras() Line 89 C++
TNPRH.exe!PlayerRender(bool present) Line 1565 C++
TNPRH.exe!PlayerLoop(bool batchMode, bool performRendering, IHookEvent * pHookEvt) Line 2029 C++
TNPRH.exe!MainMessageLoop() Line 483 C++
TNPRH.exe!PlayerWinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow) Line 894 C++
TNPRH.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow) Line 6 C++
TNPRH.exe!__tmainCRTStartup() Line 275 C
kernel32.dll!7784850d() Unknown