We’ve recently updated to unity 2018.3 from unity 2018.2, and our builds are crashing giving this on start if we’re using versions newer than 2018.3.7f1 (tested 2018.3.9f1, and later builds, 2019.1 and 2019.2).
Error:
Stack overflow in unmanaged: IP: 0x55bc29423c5a, fault addr: 0x7f614800afe8
StackOverflowException: The requested operation caused a stack overflow.
at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_object_new_specific(intptr)
at UnityEngine.UI.MaskableGraphic…ctor () [0x00015] in <3fd465fd218a47abac2595cdfbbc0639>:0
at UnityEngine.UI.Image…ctor () [0x0004b] in <3fd465fd218a47abac2595cdfbbc0639>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.UnhandledExceptionHandler:m__0(Object, UnhandledExceptionEventArgs)
System.Object:__icall_wrapper_ves_icall_object_new_specific(IntPtr)
UnityEngine.UI.MaskableGraphic:.ctor()
UnityEngine.UI.Image:.ctor()
Due to a different, smaller bug we have to update to a newer versions cause it was fixed there, so this currently stops us from releasing an update to our game.
Does anybody else also experience this?
(to unity staff: if you need to see our code, message me, we can give git access to the project)
I reported the same bug a month ago, case #1158390.
Can confirm that this is really critical for multiplayer games. We are all stuck with 2018.3.6 because headless builds always crash with this bug.
@andrews_unity Our project is quite big (about 10GB without Library) so uploading it with a report doesn’t really sound good, and since it’s that big, we aren’t able to find the source of the issue, thus we aren’t able to make a reproduction project.
But, as we can see @mischa2k already reported it.
@mischa2k I have fixed your bug and hopefully will land in 2019.3, @PetrisPeper its unclear if your bug is the same bug as the callstack from @mischa2k is very different and in a completely unrelated area, can you DM me and file a bug for the issue.
Any chance the fix to land in 2018 LTS? Most multiplayer games rely on LTS for server stability, and this way we would have to wait until 2019 LTS again.
If not, any hints on which UI elements we have to avoid in order to still use 2018 LTS without this bug?
Another error (“Unable to write”) on uploading, seeing this we’d rather prefer to give you git access instead. This currently prevents us from releasing a new update for our game which makes us lose lots of player, so it’s really important for us.
After removing UnityEngine.UI with package manager, we have been a crash due to 42GB heap allocation on 2019.1 and the same stack overflow in heap allocations in our code (example line causing this: private readonly List unlockedAbs = new List(); ). Looks like unitys heap allocator is completly broken after 2018.3.7. We’d really appreciate any help or feedback, we still don’t know what do to with not working reporter.
So to follow up on this we have identified the issue and its actually not caused by the UI system but in fact caused by a crash in the physics system on a different thread. This is a linux only issue and the issue has been resolved in 2019.3+ as we updated PhysX. We are in the process of tracking down the specific change to try and see if we can backport it to 2018 LTS.
Ok, 2019.3 seems working, but we hope for a quick backport cause alphas aren’t the best for production. Could you give any possible ETA for the backport?
our linux servers were crashing on a particular test map because of this bug (presenting as stack overflows in the cctors of innocuous classes). it wasn’t really realistic for us to upgrade in the timeframe so after a painstaking process (deleting half the potentially responsible scene objects and rebuilding) we tracked the cause of it down to a specific mesh collider that was causing the crash when the scene was loaded.
this mesh was had been decimated down from a more complex one which left it with a load of artifacts (intersecting surfaces etc.) which we believe to be the cause. the scene would crash on load even with the game object with the mesh collider set inactive. only when we completely removed references to the mesh from the scene would it run. all the while the scene would load fine on iOS and android.