Crash on build: Component_CUSTOM_GetComponentFastPath

Hello everyone!

I’m facing a weird crash on my game builds. After checking the player log, there is the current outputting stack trace:

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

0x00007FFF5D0AC8C2 (UnityPlayer) Component_CUSTOM_GetComponentFastPath
0x000002CD9E9CE2AF (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (UnityEngine.Component,System.Type,intptr)
0x000002CD9E9CE1C3 (Mono JIT Code) UnityEngine.Component:GetComponent<T_REF> ()
0x000002CDF38CC74B (Mono JIT Code) Projectile:OnTriggerEnter (UnityEngine.Collider)
0x000002CDF3847CB3 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___object (object,intptr,intptr,intptr)
0x00007FFF5C8265FE (mono-2.0-bdwgc) mono_jit_set_domain
0x00007FFF5C75CD84 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007FFF5C75CEFC (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FFF5D63484D (UnityPlayer) scripting_method_invoke
0x00007FFF5D6213B2 (UnityPlayer) ScriptingInvocation::Invoke
0x00007FFF5D619262 (UnityPlayer) MonoBehaviour::HandleNotifications
0x00007FFF5D28222E (UnityPlayer) GameObject::SendMessageAny
0x00007FFF5D95AB06 (UnityPlayer) PhysicsScene::ProcessTriggerEnterExits
0x00007FFF5D95A746 (UnityPlayer) PhysicsScene::ProcessReports
0x00007FFF5D58CD4D (UnityPlayer) PhysicsManager::Simulate
0x00007FFF5D584C00 (UnityPlayer) `PhysicsManager::InitializeClass'::`2'::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x00007FFF5D48CDFA (UnityPlayer) ExecutePlayerLoop
0x00007FFF5D48CEA0 (UnityPlayer) ExecutePlayerLoop
0x00007FFF5D48FB78 (UnityPlayer) PlayerLoop
0x00007FFF5D68E51A (UnityPlayer) PerformMainLoop
0x00007FFF5D68D24B (UnityPlayer) MainMessageLoop
0x00007FFF5D691C47 (UnityPlayer) UnityMainImpl
0x00007FFF5D69396B (UnityPlayer) UnityMain
0x00007FF76DD011F2 (Spacepunk Survival) __scrt_common_main_seh
0x00007FF847D2257D (KERNEL32) BaseThreadInitThunk
0x00007FF849A2AA58 (ntdll) RtlUserThreadStart

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

Seems like there is something to do with the OnTriggerEnter of my Projectile class, which looks like this:

private void OnTriggerEnter(Collider other)
{
    if (isServer) {
        if(other == null) {
            return;
        }

        if (other.GetComponent<EnemyPersuer>() != null) {
            if (other.GetComponent<EnemyPersuer>().alien == EnemyPersuer.AlienType.CeilingCrawler || other.GetComponent<EnemyPersuer>().alien == EnemyPersuer.AlienType.Sniper) return;
        }

        if (other.tag == "Player") {
            TargetSendVisualEffect(other.GetComponent<NetworkIdentity>().connectionToClient);
            other.GetComponent<EntityStatus>().TakeDamage(1, transform);
            NetworkServer.Destroy(gameObject);
        }
        if (other.tag == "Barrier" || other.tag == "Enemy") {
            NetworkServer.Destroy(gameObject);
        }
    }
}

I’m really out of ideas of what could be the problem. Any ideas? We are currently using Unity 2021.3.34f1 and Mirror for networking.

Thanks in advance!!

Did you find a solution? We currently face a similar issue, but we use Netcode for GameObjects for networking.