Here’s the full callstack from the latest dump file:
UnityPlayer.dll!memcpy_repmovs()
UnityPlayer.dll!MemoryManager::ReallocateFallbackToAllocateDeallocate(void * ptr, unsigned __int64 size, unsigned __int64 align, const MemLabelId & label, AllocateOptions allocateOptions, const char * file, int line)
UnityPlayer.dll!MemoryManager::Reallocate(void * ptr, unsigned __int64 size, unsigned __int64 align, const MemLabelId & label, AllocateOptions allocateOptions, const char * file, int line)
UnityPlayer.dll!realloc_internal(void * ptr, unsigned __int64 size, unsigned __int64 align, const MemLabelId & label, AllocateOptions allocateOptions, const char * file, int line)
[Inline Frame] UnityPlayer.dll!dynamic_array_detail::dynamic_array_data::reallocate(void *)
[Inline Frame] UnityPlayer.dll!dynamic_array_detail::dynamic_array_data::reserve_impl(unsigned __int64)
UnityPlayer.dll!dynamic_array_detail::dynamic_array_data::resize_buffer(unsigned __int64 size, ResizePolicy resizePolicy, unsigned __int64 type_size, unsigned __int64 align)
UnityPlayer.dll!dynamic_array<unsigned char,0>::resize_buffer_nocheck(unsigned __int64 size, ResizePolicy resizePolicy)
[Inline Frame] UnityPlayer.dll!dynamic_array<unsigned char,0>::resize_buffer(unsigned __int64)
[Inline Frame] UnityPlayer.dll!dynamic_array<unsigned char,0>::resize_uninitialized(unsigned __int64 size, ResizePolicy)
UnityPlayer.dll!RawInputQueue::QueueInput(unsigned int * rawInputHeaderIndices, unsigned int * rawInputDataIndices, unsigned int indicesSize, unsigned char * rawInputData, unsigned int rawInputDataSize)
UnityPlayer.dll!ForwardRawInput(unsigned int * rawInputHeaderIndices, unsigned int * rawInputDataIndices, unsigned int indicesSize, unsigned char * rawInputData, unsigned int rawInputDataSize)
UnityPlayer.dll!Input_CUSTOM_ForwardRawInputImpl(void * rawInputHeaderIndices, void * rawInputDataIndices, unsigned int indicesCount, void * rawInputData, unsigned int rawInputDataSize)
UnityEngine.CoreModule.dll!UnityEngine.Windows.Input.ForwardRawInputImpl
UnityEngine.CoreModule.dll!UnityEngine.Windows.Input.ForwardRawInput
Rewired_Windows_Functions.dll!Rewired.Internal.Windows.Functions.ForwardRawInput
Assembly-CSharp.dll!Rewired.Utils.ExternalTools.WindowsStandalone_ForwardRawInput
Rewired_Windows.dll!gEPJIdTJwmJwoXPlEpTuwVGlPAjJ.LoHXgvXRgibliPxrEmxGBIIvHlco
Rewired_Windows.dll!gEPJIdTJwmJwoXPlEpTuwVGlPAjJ.JVmPHZFvNwKTBNQvnFdvvEMoBQvDA
Rewired_Windows.dll!gEPJIdTJwmJwoXPlEpTuwVGlPAjJ.ufXhCfVwREvFzeIKHBjAtIunzaCc
Rewired_Windows.dll!eiAEQUagfGTjXRjdiGwJDzSBPdYSA.ufXhCfVwREvFzeIKHBjAtIunzaCc
Rewired_Windows.dll!ZMqjCYehEKqIQMMhejVBKtVTTPMf.KzAQeNNAclKkdLhTuBkrNoRVPKzi
Rewired_Windows.dll!ZMqjCYehEKqIQMMhejVBKtVTTPMf.KzAQeNNAclKkdLhTuBkrNoRVPKzi
user32.dll!UserCallWinProcCheckWow()
user32.dll!DispatchMessageWorker()
[Inline Frame] UnityPlayer.dll!TranslateAndDispatchEventMsg(const tagMSG &)
UnityPlayer.dll!TranslateAndDispatchFilteredMessage(const tagMSG & msg)
UnityPlayer.dll!MainMessageLoop()
UnityPlayer.dll!UnityMainImpl(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow)
UnityPlayer.dll!UnityMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow)
[Inline Frame] NSGP.exe!invoke_main()
NSGP.exe!__scrt_common_main_seh()
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Looks like the same issue to me. It’s very weird that it doesn’t happen in Uinty 2021.3.7f1 but does in 2021.3.28f1. These are HID events that are coming in. In this particular dump file, 22 events are being forwarded.