Crash Upgrading to 4.6.8p2 on Application.LoadLevel

My game run fine 4.6.8p1. But upgrading to 4.6.8p2 I’m getting a crash when loading to another scene.
Anyone experience this? I’m using Xcode 7.

  • thread #1: tid = 0x115e5e, 0x00000c9f, queue = ‘com.apple.main-thread’, stop reason = EXC_BAD_ACCESS (code=1, address=0xc9f)

frame #0: 0x00000c9f

  • frame #1: 0x01a4644b MyGame`il2cpp::vm::Liveness::Begin(TypeInfo*, int, void ()(void**, int, void), void*, void ()(), void ()()) [inlined] il2cpp::vm::Liveness::StopWorld(onWorldStopped=0x00000c9f)()) + 2 at Liveness.cpp:467

frame #2: 0x01a46449 MyGameil2cpp::vm::Liveness::Begin(filter=0x7a84a4b0, max_object_count=13394, callback=(MyGameRegisterFilteredObjectCallback(void**, int, void*) at GarbageCollectSharedAssets.cpp:455), userdata=0xbff15168, onWorldStarted=0x3c45ed6e, onWorldStopped=0x00000c9f)(void**, int, void*), void*, void ()(), void ()()) + 73 at Liveness.cpp:373

frame #3: 0x012dde42 MyGame`BeginLivenessChecking(gcState=) + 74 at GarbageCollectSharedAssets.cpp:470

frame #4: 0x012dd30c MyGame`GarbageCollectSharedAssets(monoReferences=) + 492 at GarbageCollectSharedAssets.cpp:239

frame #5: 0x012f6422 MyGame`CleanupAfterLoad() + 18 at SaveAndLoadHelper.cpp:518

frame #6: 0x012e26d9 MyGame`LevelLoading::LoadLevel(this=, index=4, path=, loadQueue=) + 485 at Player.cpp:1361

frame #7: 0x012e24ed MyGame`PlayerLoadLevelFromThread(levelIndex=4, name=“level3”, loadQueue=0x7eb1a980) + 48 at Player.cpp:355

frame #8: 0x012e7dc0 MyGame`PreloadLevelOperation::IntegrateMainThread(this=0x7eb1a930) + 122 at PreloadManager.cpp:796

frame #9: 0x012e6c2c MyGame`PreloadManager::UpdatePreloadingSingleStep(this=0x79680b70, stopPreloading=) + 326 at PreloadManager.cpp:488

frame #10: 0x012e75c8 MyGame`PreloadManager::WaitForAllAsyncOperationsToComplete(this=0x79680b70) + 66 at PreloadManager.cpp:555

frame #11: 0x012e4210 MyGame`PlayerLoop(batchMode=, performRendering=, pHookEvt=0x0232bb01) + 563 at Player.cpp:1800

frame #12: 0x01062274 MyGame`UnityPlayerLoop + 43 at LibEntryPoint.mm:253

frame #13: 0x000f37f4 MyGame`UnityRepaintImpl(forced=false) + 116 at UnityAppController+Rendering.mm:225

frame #14: 0x000f2f37 MyGame`UnityRepaint + 23 at UnityAppController+Rendering.mm:237

frame #15: 0x000f2f18 MyGame`-[UnityAppController(self=0x7973e4a0, _cmd=“repaint”) repaint] + 104 at UnityAppController+Rendering.mm:70

frame #16: 0x000f2de7 MyGame`__51-[UnityAppController(.block_descriptor=) repaintDisplayLink]_block_invoke + 71 at UnityAppController+Rendering.mm:55

Thanks for reporting this crash. We’ve noticed it internally, and we’re working on a special build now of 4.6.8p2 to correct it.

Any chance of releasing a fix today? I’m hoping to submit to build before Wednesday iOS 9 launch.

I can’t say for sure. We’re doing the build now, so it should be ready either today or tomorrow, but I can’t say which just yet.

We got same exception on Unity 5.1.3p3.

iOS 8.1.1, iPad Air 2, Xcode 6.4

  • thread #1: tid = 0x4c16d, 0x0000000101dd3520 ourgame`CBAFBase64EncodedStringFromString.kCBAFBase64EncodingTable + 77721, queue = ‘com.apple.main-thread’, stop reason = EXC_BAD_INSTRUCTION (code=1, subcode=0x0)

frame #0: 0x0000000101dd3520 ourgame`CBAFBase64EncodedStringFromString.kCBAFBase64EncodingTable + 77721

  • frame #1: 0x00000001018d4270 ourgame`il2cpp::vm::Liveness::Begin(TypeInfo*, int, void ()(void**, int, void), void*, void ()(), void ()()) [inlined] il2cpp::vm::Liveness::StopWorld(onWorldStopped=0x0000000101dd3520)()) + 4 at Liveness.cpp:467

frame #2: 0x00000001018d426c ourgame`il2cpp::vm::Liveness::Begin(filter=, max_object_count=, callback=, userdata=, onWorldStarted=, onWorldStopped=0x0000000101dd3520)(void**, int, void*), void*, void ()(), void ()()) + 88 at Liveness.cpp:373

frame #3: 0x0000000101225b70 ourgame`GarbageCollectSharedAssets [inlined] AllocateLivenessCheckingState + 68 at GarbageCollectSharedAssets.cpp:479

frame #4: 0x0000000101225b2c ourgame`GarbageCollectSharedAssets + 1184 at GarbageCollectSharedAssets.cpp:243

frame #5: 0x000000010122ce74 ourgame`IntegrateMainThread + 24 at UnloadUnusedAssetsOperation.cpp:45

frame #6: 0x000000010122b44c ourgame`UpdatePreloadingSingleStep + 320 at PreloadManager.cpp:416

frame #7: 0x000000010122b83c ourgame`WaitForAllAsyncOperationsToComplete + 64 at PreloadManager.cpp:476

frame #8: 0x000000010122b918 ourgame`UpdatePreloading + 172 at PreloadManager.cpp:509

frame #9: 0x00000001012299cc ourgame`PlayerLoop + 376 at Player.cpp:1687

frame #10: 0x0000000101038a1c ourgame`UnityPlayerLoopImpl + 20 at LibEntryPoint.mm:237

frame #11: 0x00000001000ecbc0 ourgame`UnityRepaint + 340 at UnityAppController+Rendering.mm:249

frame #12: 0x00000001000ec9c8 ourgame`__51-[UnityAppController(.block_descriptor=0x0000000170654880) repaintDisplayLink]_block_invoke + 52 at UnityAppController+Rendering.mm:52

frame #13: 0x0000000104794e30 libdispatch.dylib`_dispatch_call_block_and_release + 24

frame #14: 0x0000000104794df0 libdispatch.dylib`_dispatch_client_callout + 16

frame #15: 0x000000010479975c libdispatch.dylib`_dispatch_main_queue_callback_4CF + 1056

frame #16: 0x0000000186cb1fa4 CoreFoundation`CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE + 12

frame #17: 0x0000000186cb004c CoreFoundation`__CFRunLoopRun + 1492

frame #18: 0x0000000186bdd0a4 CoreFoundation`CFRunLoopRunSpecific + 396

frame #19: 0x000000018fd5b5a4 GraphicsServices`GSEventRunModal + 168

frame #20: 0x000000018b5123c0 UIKit`UIApplicationMain + 1488

frame #21: 0x00000001000e6ae0 ourgame`main(argc=, argv=) + 160 at main.mm:32

frame #22: 0x0000000197e6aa08 libdyld.dylib`start + 4

@WojtaW

The fix for this will be in 5.1.4, which should be available sometime today.

We have a special build of 4.6.8p3 available which corrects this issue. You can find it here:

Revision: 5edf5b4fd05e
Version: 4.6.8p3
MAC: http://beta.unity3d.com/download/5683418501/unity_update-4.6.8p3.dmg
(md5sum=4dcf4801f1e44f8ab7b6251a20cb5556)
PC: http://beta.unity3d.com/download/5683418501/UnitySetup_update-4.6.8p3.exe
(md5sum=35b0e9fec080d0208fd6703d738f37c0)

Note that this is NOT the final 4.6.8p3 build. We’ll release another build with the 4.6.8p3 version number, but a different revision hash as scheduled on September 25. This special version should be used only by those who need something in 4.6.8p2, but are hitting this crash. For other users, I would recommend you stay wth 4.6.8p1.

Sorry for the inconvenience!

1 Like

Hi,
do you have more info about 5.1.4? or 5.1.3p4?

Thanks

@WojtaW

Yes, we do. It looks like 5.1.4 will not be out for about a week (sorry, I was wrong about the release date). So we’re planning to provide a pre-release version of 5.1.4 to correct this issue. That should be ready today or tomorrow. I’ll respond here when it is ready.

@WojtaW

We now have a special build of 5.1.4 with this fix ready. We’re not planning to make it widely available, but if you need it, please ping me via a conversation and I’ll share the link.

The normal 5.1.4 build should be ready (with this fix) next week.

We got this error too, thanks for posting the early p3 fix for it.

Hi,

This P3 didn’t work for us.
Do you have another one ?

Regards

Nicolas

We are experiencing this with the “p2” version as well still. We’ll try “p3” now.

#1 0x01440834 in il2cpp::vm::Liveness::StopWorld(void (*)()) [inlined] at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/vm/Liveness.cpp:467

Reporting back to say that “p3” fixes the problem.

2 Likes

@VNL-Entertainment-Games

Excellent, thanks for letting us know!

1 Like

We downloaded Revision: 5edf5b4fd05e Version: 4.6.8p3 and indeed it fixed the issue, but we experience noticeable performance drop. We are not sure is it because this version is still WIP (debug maybe) or is it rather something on our side? Do you have any information about official release of p3 patch? Thanks for help.

@Barabanow

The special build of 4.6.8p3 is not a debug version, and I would not expect any performance problems with it. The official 4.6.8p3 release should be out very soon now.

Hi Josh! What about release of 5.1.4? We’re still waiting for this fix)

@AndrewCross

We should have 5.1.4 out any day now (I was saying the same thing last week though :)). If you need something now, I can send you a link to a pre-release of 5.1.4 with this fix. Ping me via a conversion for that.

@JoshPeterson
I updated to the official release of 4.6.8p3 and am now getting a crash in Reflection code much earlier in our initialization. Any ideas?

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