Editor Crash - "Got a SIGSEGV while executing native code"

Hello,

I’ve begun receiving errors recently after installing the NodeCavas assets from the asset store and integrating it into my project. I noticed that the editor crash typically happens if I save a script change, and tabbing back into Unity for a rebuild. This happens more often than not if the Node Canvas window is open.

Here’s the stacktrace:

Reloading assemblies after forced synchronous recompile.
Begin MonoManager ReloadAssembly
Stacktrace:

  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.Coroutine.ReleaseCoroutine (intptr) [0x00007] in <6cd989684d0c46e58e0ce6f2dfd9ac5c>:0
  at UnityEngine.Coroutine.Finalize () [0x00008] in <6cd989684d0c46e58e0ce6f2dfd9ac5c>:0
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x00020] in <695d1cc93cca45069c528c15c9fdd749>:0

=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

This was initially happening in Unity 2020.2.2f1 and still happening in 2021.1.0f1. It’s a decently size project, and as I mentioned, it hasn’t appeared before installing the most recent version of NodeCanvas, which I’ve used in the past with no issue. I’ve contacted them via email as well.

I’ve submitted a Unity bug report, Case #: 1325745

I believe I’ve discovered the problem: There were public Coroutines that NodeCanvas were attempting to expose in the inspector. After making them private, the crash has stopped.

We are running into the same issue. Can you indicate where in NodeCanvas you found the issue so we can affect repairs as well?

It wasn’t specifically “in” NodeCanvas, but rather, we made custom nodes that had public coroutines. The error was resolved by making sure they weren’t visible/rendered to the inspector.