Editor crashing randomly after slowdown popups (SIGSEGV)

Recently I have been getting complete Unity crashes at random times after interacting with the Editor buttons or hotkeys, leading to the “Unity crashed, report a bug” screen. What’s been happening ever since I upgraded to the 2020 LTS is that I’ve been getting these loading screen popups such as Application.ExecuteMenuItem when doing things like saving or clicking on an asset. I’m aware that this change is simply revealing what Unity is actually doing when long operations occur (5+ seconds) and not actually slowing down the Editor. But the saving scene problem is fairly consistent and never happened before, taking up to 45+ seconds in some cases.

So all this was manageable at least since it didn’t ruin my work, and although it was annoying I lived through it for months with no solution anywhere to be found. Recently, however, I’ve decided to install a package called Magica Cloth from the asset store, which requires Burst Compiler and Unity Jobs as dependencies. After installing all of them through the package manager is when I started to receive actual crashes, some of which during this “saving scene popup” that I talked about before. This happened on Unity 2020.3.11f1 on Windows 10, using URP and a few other packages like Input System and HBAO, but I should note again that these crashes started happening daily only after Burst + Unity Jobs which I suspect are breaking something.

I attempted to fix the issue by deleting my Library folder and upgrading the whole project to 2020.3.22f1 which seemed to mitigate the problem for a few days. But now it’s back and I’ve gotten 2 crashes so far which is a little frustrating, especially since it’s possible that I’d lose work when one occurs. One thing to mention is that the 2020.3.22 crashes have been happening on even more random actions such as exiting play mode or just hitting the escape key in-game, rather than saving the scene. So maybe the two types of crashes are unrelated, but still; neither of these happened before Burst/Jobs was in the project. I’ve also been getting a warning about upgrading my visual studio integration, which started on upgrading to 2020.3.22. I don’t think it’s related but just in case: I’m using Visual Studio 2017 version 15.9.

Here is the relevant part of the Editor log that printed when I had a crash upon exiting playmode:

Stacktrace

[MODES] ModeService[default].RefreshMenus
[MODES] ModeService[default].UpdateModeMenus
Visual Studio Editor Package version 2.0.12 is available, we strongly encourage you to update from the Unity Package Manager for a better Visual Studio integration
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration:HandleListRequestCompletion () (at Library/PackageCache/com.unity.ide.visualstudio@2.0.11/Editor/VisualStudioIntegration.cs:149)
Microsoft.Unity.VisualStudio.Editor.VisualStudioIntegration:OnUpdate () (at Library/PackageCache/com.unity.ide.visualstudio@2.0.11/Editor/VisualStudioIntegration.cs:160)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

(Filename: Library/PackageCache/com.unity.ide.visualstudio@2.0.11/Editor/VisualStudioIntegration.cs Line: 149)

Unloading 215 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize:            99.463 ms
    Integration:            106.095 ms
    Integration of assets:  0.048 ms
    Thread Wait Time:       0.188 ms
    Total Operation Time:   205.794 ms
System memory in use before: 0.72 GB.
Stacktrace:


=================================================================
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.
=================================================================

Received signal SIGSEGV
Stack trace:
0x00007ff92f88e351 (mono-2.0-bdwgc) [unity-liveness.c:929] mono_unity_liveness_calculation_from_root
0x00007ff6389d2e44 (Unity) MarkDependencies
0x00007ff6389ce2b3 (Unity) GarbageCollectSharedAssets
0x00007ff638a139b6 (Unity) UnloadUnusedAssetsOperation::IntegrateMainThread
0x00007ff638a17516 (Unity) PreloadManager::UpdatePreloadingSingleStep
0x00007ff638a17c9f (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
0x00007ff63a48f28a (Unity) EditorSceneManager::RestoreSceneBackups
0x00007ff639e139bd (Unity) PlayerLoopController::ExitPlayMode
0x00007ff639e28d77 (Unity) PlayerLoopController::SetIsPlaying
0x00007ff639e2bae7 (Unity) Application::TickTimer
0x00007ff63a7cc991 (Unity) MainMessageLoop
0x00007ff63a7d09d1 (Unity) WinMain
0x00007ff63c62f716 (Unity) __scrt_common_main_seh
0x00007ff984037034 (KERNEL32) BaseThreadInitThunk
0x00007ff986022651 (ntdll) RtlUserThreadStart

CheckDisalowAllocation. Allocating memory when it is not allowed to allocate memory. Label used for allocation: String.

And here is the last part of the Editor log when it crashed after simply hitting escape in the game window:

Stacktrace

Stacktrace:

  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.ResourcesAPIInternal.FindObjectsOfTypeAll (System.Type) [0x00007] in <07c89f7520694139991332d3cf930d48>:0
  at UnityEngine.ResourcesAPI.FindObjectsOfTypeAll (System.Type) [0x00001] in <07c89f7520694139991332d3cf930d48>:0
  at UnityEngine.Resources.FindObjectsOfTypeAll (System.Type) [0x00007] in <07c89f7520694139991332d3cf930d48>:0
  at UnityEditor.EditorWindow.HasOpenInstances<T_REF> () [0x0000b] in <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0
  at Unity.PlasticSCM.Editor.PlasticWindow.GetWindowIcon () [0x00000] in C:\Users\Matt\Documents\UnityProjects\ChessStoryGame\Library\PackageCache\com.unity.collab-proxy@1.13.5\Editor\PlasticSCM\PlasticWindow.cs:76
  at Unity.Cloud.Collaborate.UserInterface.ToolbarButton.OnGUI (UnityEngine.Rect) [0x00023] in C:\Users\Matt\Documents\UnityProjects\ChessStoryGame\Library\PackageCache\com.unity.collab-proxy@1.13.5\Editor\Collaborate\UserInterface\ToolbarButton.cs:149
  at UnityEditor.UnityMainToolbar.OnGUI () [0x00322] in <5f5866ec908d4054a9597064f39dbbac>:0
  at UnityEditor.Toolbar.OldOnGUI () [0x00068] in <2cd7ebc9c2ef4276a8edbc7de85c89ce>:0
  at UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool) [0x001e1] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool) [0x00092] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () [0x0005a] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&) [0x000c3] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIR.UIRenderDevice.EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&) [0x00536] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIR.RenderChain.Render () [0x0011f] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIRRepaintUpdater.Update () [0x0006c] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase) [0x0001f] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.Panel.UpdateForRepaint () [0x0003c] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event) [0x00099] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel) [0x00029] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&) [0x0003f] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIEventRegistration.ProcessEvent (int,intptr) [0x0001f] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.UIElements.UIEventRegistration/<>c.<.cctor>b__1_2 (int,intptr) [0x00003] in <4c8a9874288b4fb78fa7fdbcd8065b00>:0
  at UnityEngine.GUIUtility.ProcessEvent (int,intptr,bool&) [0x00018] in <00a477ed1abf4030be646c3244bd3667>:0
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr) [0x0002d] in <00a477ed1abf4030be646c3244bd3667>: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.
=================================================================

Received signal SIGSEGV
Stack trace:
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
<Missing stacktrace information>

Just to be clear none of my code at that point would’ve handled the escape key, and you can see from the stacktrace that it originated within UnityEngine.GUIUtility. The other stacktrace stemmed from ExitPlayMode. I think the 2020.3.11f1 crashes stemmed from saving scene and I’m not sure if they hit Asset Database refresh or not; I don’t have the logs anymore.

Finally, I should note that I did submit a bug report (Case 1378871) which has just been reopened. I’m still waiting on being able to send in my project, but I’m feeling pretty helpless about this being solved quickly since the cause seems to be completely random. It’s hard to be confident that my work won’t be lost when the threat of crashing is always present like this, and even more frustrating that I can’t seem to find any version of Unity past 2018 which doesn’t have critical issues and I’m unable to even investigate this problem myself since I don’t have the Unity source code or the familiarity with these function calls to understand a common breaking point.

If anyone has any suggestions on solving these crashes I’d be happy to hear them, or if there’s some way to investigate the problem more closely I can try that as well. I appreciate any ideas and I’m willing to submit whatever info I can if it would help bring more stability to the LTS. Thanks for your help.

I’m having a similar issue.

Stacktrace:

  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext.Submit_Internal_Injected (UnityEngine.Rendering.ScriptableRenderContext&) [0x00007] in <a0ef933b1aa54b668801ea864e4204fe>:0
  at UnityEngine.Rendering.ScriptableRenderContext.Submit_Internal () [0x00001] in <a0ef933b1aa54b668801ea864e4204fe>:0
  at UnityEngine.Rendering.ScriptableRenderContext.Submit () [0x00009] in <a0ef933b1aa54b668801ea864e4204fe>:0
  at UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[]) [0x00de7] in G:\Unity Projects\Swordsfall ARPG 4.0\Library\PackageCache\com.unity.render-pipelines.high-definition@10.5.1\Runtime\RenderPipeline\HDRenderPipeline.cs:2320
  at UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[]) [0x0001f] in <a0ef933b1aa54b668801ea864e4204fe>:0
  at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle) [0x0004c] in <a0ef933b1aa54b668801ea864e4204fe>:0
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr) [0x00036] in <a0ef933b1aa54b668801ea864e4204fe>: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.
=================================================================

Received signal SIGSEGV
Stack trace:
0x00007ff77e00d9ba (Unity) EndRenderQueueExtraction
0x00007ff77e53b8b6 (Unity) PrepareDrawShadowsCommandStep2
0x00007ff77e532922 (Unity) ScriptableRenderContext::ExecuteScriptableRenderLoop
0x00007ff77f0e3c5f (Unity) ScriptableRenderContext_CUSTOM_Submit_Internal_Injected
0x000002138d705357 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal_Injected (UnityEngine.Rendering.ScriptableRenderContext&)
0x000002138d70529b (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal ()
0x000002138d705233 (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit ()
0x000002132ac464cb (Mono JIT Code) [HDRenderPipeline.cs:2218] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])
0x0000021248d7fec9 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])
0x0000021248d305cb (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
0x0000021248d30790 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr)
0x00007ff83598e660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ff835912ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ff83591bb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff77ede88f4 (Unity) scripting_method_invoke
0x00007ff77ede1245 (Unity) ScriptingInvocation::Invoke
0x00007ff77e53481f (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
0x00007ff77e0494e0 (Unity) RenderManager::RenderOffscreenCameras
0x00007ff77fafc689 (Unity) PlayerLoopController::UpdateScene
0x00007ff77fafa236 (Unity) Application::TickTimer
0x00007ff78048e781 (Unity) MainMessageLoop
0x00007ff7804927c1 (Unity) WinMain
0x00007ff7822e34b6 (Unity) __scrt_common_main_seh
0x00007ff924397034 (KERNEL32) BaseThreadInitThunk
0x00007ff925662651 (ntdll) RtlUserThreadStart

I’m getting this several times a day at random places.

7667077–957283–Crash_2021-11-16_224232214.rar (300 KB)

Doesn’t quite look the same as my crash logs but then again none of mine seem to have much in common with each other either. Your logs say that you’re on 2020.3.16f1, which is between both versions I tried. Are you using URP and Burst/Unity Jobs as well? If so I can probably pass on the crash dump as part of the same issue.

I got another crash today from simply compiling code after using the profiler. I sent in a video and my whole project to the bug report I mentioned in the original post, as well as several more crash dumps. Here’s the latest editor log:

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


=================================================================
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.
=================================================================

Crash!!!

Then a bunch of .dll messages and then this:

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

0x00007FF7D79BEDC6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
0x00007FF7D91E67D2 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
0x00007FF7D8C63116 (Unity) ExecuteSerializationCommands<SafeBinaryRead>
0x00007FF7D8C6A2DE (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
0x00007FF7D8C7BA28 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
0x00007FF7D9136BDE (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
0x00007FF7D91F9531 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
0x00007FF7D9136FF1 (Unity) MonoManager::BeginReloadAssembly
0x00007FF7D914006B (Unity) MonoManager::ReloadAssembly
0x00007FF7DA53F971 (Unity) ReloadAllUsedAssemblies
0x00007FF7DA9CE58D (Unity) ImportAndPostprocessOutOfDateAssets
0x00007FF7DA9DB20B (Unity) RefreshInternalV2
0x00007FF7DA9EA906 (Unity) StopAssetImportingV2
0x00007FF7DA9DC1E9 (Unity) RefreshV2
0x00007FF7DA927CAE (Unity) AssetDatabase::Refresh
0x00007FF7D9E8FC3F (Unity) Application::AutoRefresh
0x00007FF7DA879A8C (Unity) ContainerWindow::ContainerWndProc
0x00007FF98414E7E8 (USER32) CallWindowProcW
0x00007FF98414E36C (USER32) DispatchMessageW
0x00007FF984160F93 (USER32) SendMessageTimeoutW
0x00007FF986070BA4 (ntdll) KiUserCallbackDispatcher
0x00007FF983A81124 (win32u) NtUserMessageCall
0x00007FF98414CA85 (USER32) GetWindowTextW
0x00007FF98414C23F (USER32) IsIconic
0x00007FF9810F9722 (uxtheme) GetUserColorPreference
0x00007FF9811133D7 (uxtheme) Ordinal96
0x00007FF9810FB809 (uxtheme) IsCompositionActive
0x00007FF9810FB271 (uxtheme) IsCompositionActive
0x00007FF98414C773 (USER32) GetWindowTextW
0x00007FF7DA879E3B (Unity) ContainerWindow::ContainerWndProc
0x00007FF98414E7E8 (USER32) CallWindowProcW
0x00007FF98414E229 (USER32) DispatchMessageW
0x00007FF7DA84C846 (Unity) MainMessageLoop
0x00007FF7DA8509D1 (Unity) WinMain
0x00007FF7DC6AF716 (Unity) __scrt_common_main_seh
0x00007FF984037034 (KERNEL32) BaseThreadInitThunk
0x00007FF986022651 (ntdll) RtlUserThreadStart

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

Hopefully with all this information someone will be able to narrow down the cause but everything just seems all over the place and I’ve rarely had crashes this frequent before.

1 Like

I’m still getting crash issues frequently and there doesn’t seem to be much more I can do to diagnose the problem.

Here’s the last part of the log I got after another crash I got when exiting play mode:

=================================================================
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.
=================================================================

Received signal SIGSEGV
Stack trace:
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
<Missing stacktrace information>

There isn’t even a stacktrace available for this one.

And another crash after compiling:

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


=================================================================
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.
=================================================================

Crash!!!
SymInit: Symbol-SearchPath: 'C:/Program Files/Unity/Hub/Editor/2020.3.22f1/Editor/Data/Mono;.;C:\Users\Matt\Documents\UnityProjects\ChessStoryGame;C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: 'Matt'
OS-Version: 10.0.0
C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor\Unity.exe:Unity.exe (00007FF733720000), size: 135421952 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2020.3.22.42999
C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FF985FD0000), size: 2052096 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1288
C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FF984020000), size: 778240 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1348
C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FF983D20000), size: 2916352 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1348
C:\WINDOWS\System32\CRYPT32.dll:CRYPT32.dll (00007FF983AB0000), size: 1400832 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1320
C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (00007FF9836F0000), size: 1048576 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FF984140000), size: 1708032 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1202
C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FF983A80000), size: 139264 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1320
C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FF984FF0000), size: 176128 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1202
C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FF983880000), size: 1093632 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1110
C:\WINDOWS\System32\msvcp_win.dll:msvcp_win.dll (00007FF9839E0000), size: 643072 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.789
C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor\libfbxsdk.dll:libfbxsdk.dll (00007FF925080000), size: 10215424 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2020.2.0.0
C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FF984AB0000), size: 704512 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1052
C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FF984F50000), size: 647168 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 7.0.19041.546
C:\WINDOWS\System32\sechost.dll:sechost.dll (00007FF984460000), size: 634880 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.906
C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FF985AD0000), size: 1220608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1288
C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FF985020000), size: 7598080 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1320
C:\WINDOWS\System32\SHLWAPI.dll:SHLWAPI.dll (00007FF9840E0000), size: 348160 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1023
C:\WINDOWS\System32\ole32.dll:ole32.dll (00007FF985D50000), size: 1220608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1202
C:\WINDOWS\System32\combase.dll:combase.dll (00007FF984B60000), size: 3493888 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1348
C:\WINDOWS\System32\IMM32.dll:IMM32.dll (00007FF984430000), size: 196608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
C:\WINDOWS\System32\SETUPAPI.dll:SETUPAPI.dll (00007FF984630000), size: 4661248 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1237
C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FF983990000), size: 319488 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1151
C:\WINDOWS\System32\bcrypt.dll:bcrypt.dll (00007FF983FF0000), size: 159744 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1023
C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FF984EC0000), size: 438272 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.546
C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (00007FF985C80000), size: 839680 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.985
C:\WINDOWS\System32\WINTRUST.dll:WINTRUST.dll (00007FF983C10000), size: 393216 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.1266
C:\Program Files\Unity\Hub\Editor\2020.3.22f1\Editor\umbraoptimizer64.dll:umbraoptimizer64.dll (00007FF92A200000), size: 1306624 (result: 0), SymType: '-deferred-', PDB: ''
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========== OUTPUTTING STACK TRACE ==================

0x00007FF7353304AB (Unity) TransferField_LinearCollection<GenerateTypeTreeTransfer>
0x00007FF733B2EDC6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
0x00007FF735355E3E (Unity) Transfer_ManagedObject<GenerateTypeTreeTransfer,0>
0x00007FF734DD9717 (Unity) TransferScriptingObject<GenerateTypeTreeTransfer,0>
0x00007FF734DD97F0 (Unity) TransferScriptingObject<GenerateTypeTreeTransfer>
0x00007FF735403B54 (Unity) TypeTreeCache::GetTypeTree
0x00007FF734DEB87C (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
0x00007FF7352A6BDE (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
0x00007FF735369531 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
0x00007FF7352A6FF1 (Unity) MonoManager::BeginReloadAssembly
0x00007FF7352B006B (Unity) MonoManager::ReloadAssembly
0x00007FF7366AF971 (Unity) ReloadAllUsedAssemblies
0x00007FF736B3E58D (Unity) ImportAndPostprocessOutOfDateAssets
0x00007FF736B4B20B (Unity) RefreshInternalV2
0x00007FF736B5A906 (Unity) StopAssetImportingV2
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0x00007FF736A97CAE (Unity) AssetDatabase::Refresh
0x00007FF735FFFC3F (Unity) Application::AutoRefresh
0x00007FF7369E9A8C (Unity) ContainerWindow::ContainerWndProc
0x00007FF98414E7E8 (USER32) CallWindowProcW
0x00007FF98414E36C (USER32) DispatchMessageW
0x00007FF984160F93 (USER32) SendMessageTimeoutW
0x00007FF986070BA4 (ntdll) KiUserCallbackDispatcher
0x00007FF983A81124 (win32u) NtUserMessageCall
0x00007FF98414CA85 (USER32) GetWindowTextW
0x00007FF98414C23F (USER32) IsIconic
0x00007FF980E29722 (uxtheme) GetUserColorPreference
0x00007FF980E433D7 (uxtheme) Ordinal96
0x00007FF980E2B809 (uxtheme) IsCompositionActive
0x00007FF980E2B271 (uxtheme) IsCompositionActive
0x00007FF98414C773 (USER32) GetWindowTextW
0x00007FF7369E9E3B (Unity) ContainerWindow::ContainerWndProc
0x00007FF98414E7E8 (USER32) CallWindowProcW
0x00007FF98414E229 (USER32) DispatchMessageW
0x00007FF7369BC846 (Unity) MainMessageLoop
0x00007FF7369C09D1 (Unity) WinMain
0x00007FF73881F716 (Unity) __scrt_common_main_seh
0x00007FF984037034 (KERNEL32) BaseThreadInitThunk
0x00007FF986022651 (ntdll) RtlUserThreadStart

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

The function causing the crash stemmed from AssetDatabase Refresh and ended up at TransferField_LinearCollection. All I could find on the issue tracker is this non-reproducable crash reported from 2019.4. It did lead me down a rabbit hole to finding this thread which sounds extremely similar to the problems I’m having–frequent crashes at random times but always after one of these: 1. compiling, 2. exiting play mode, 3. hitting a hotkey in the editor 4. selecting an item in the assets folder. Basically most stuff that causes a popup progress bar in the editor.

From that thread I realized I could open the crashdump in VS so here’s what that looks like:

The same “tried to read from or write to a virtual address” error from the other thread. Turns out the issue tracker link that was non-reproducable was linked from there by a Unity dev looking into one of the problems. Not sure if the original poster of that thread ever submitted a bug report but I still have mine active which I mentioned earlier. For reference it is Case 1378871 and I have submitted 2 videos, 5+ crash dumps and editor logs, and my entire project for reproduction. The most recent recommendation was to reinstall Unity, but I don’t think it will help considering I recently installed 2020.3.22f1 already and still faced the issue.

One good piece of information I’ve seen is that there has been a crash fix for Burst 1.5.7 (I was originally using 1.5.4 and then moved to 1.5.6) which could help. But I don’t think I was using legacy AOT settings (?) like that user said in the other thread. I will try it however and report back if anything changes.

Other than that I’m just not sure what else to do. I could attempt to run the project on another computer but regardless of the result I’m not totally sure how that would help to get it working on my main machine; there are hardware/OS/and cache differences after all. I’d appreciate any other suggestions, at this point I’m willing to try most things to get this fixed. If a full reinstall would actually help then I can see about trying that as well.

Yet another crash, yet another “missing stacktrace information” log that tells me nothing about what actually happened:

Start importing Assets/Scripts/Core/ChessSystem/ChessPlayerControllers/CChessAIController.cs using Guid(b56e75a8d8570684fa40e9140cc0a0c6) Importer(-1,00000000000000000000000000000000)  -> (artifact id: 'e1cfac27016cf1778ea842751eb68d2d') in 0.011115 seconds
AssetDatabase: script compilation time: 0.039257s
- Starting script compilation
- Starting compile Library/ScriptAssemblies/Assembly-CSharp.dll
Deleting stamp file at Library/ScriptAssemblies/BuiltinAssemblies.stamp
- Skipping compile Library/ScriptAssemblies/Assembly-CSharp-Editor.dll because all references are unchanged
- Starting ILPostProcessorRunner
- Starting ILPostProcessor 'zzzUnity.Burst.CodeGen.BurstILPostProcessor' on Assembly-CSharp.dll
- Finished ILPostProcessor 'zzzUnity.Burst.CodeGen.BurstILPostProcessor' on Assembly-CSharp.dll in 0.131298 seconds
- Finished ILPostProcessorRunner in 0.193776 seconds
- Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll in 1.35348 seconds
- Finished script compilation in 1.368597 seconds
Assets\Scripts\Core\Pause\PauseMenu\CSettingsMenu.cs(1001,3): warning CS0162: Unreachable code detected
Assets\Scripts\Core\Pause\PauseMenu\CSettingsMenu.cs(1011,8): warning CS0219: The variable 'fullscreenBool' is assigned but its value is never used
Assets\Scripts\Player\Camera\CFreeCam.cs(23,8): warning CS0414: The field 'CFreeCam.speed' is assigned but its value is never used
Reloading assemblies after forced synchronous recompile.
Begin MonoManager ReloadAssembly
Native extension for LinuxStandalone target not found
Native extension for WindowsStandalone target not found
Native extension for OSXStandalone target not found
Refreshing native plugins compatible for Editor in 2.46 ms, found 2 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
[MODES] ModeService[none].Initialize
[MODES] ModeService[none].LoadModes
[MODES] Loading mode Default (0) for mode-current-id-Shinogi Chess Club
Mono: successfully reloaded assembly
- Completed reload, in  2.540 seconds
Domain Reload Profiling:
    ReloadAssembly (2541ms)
        BeginReloadAssembly (263ms)
            ExecutionOrderSort (0ms)
            DisableScriptedObjects (52ms)
            BackupInstance (0ms)
            ReleaseScriptingObjects (1ms)
            CreateAndSetChildDomain (101ms)
        EndReloadAssembly (2221ms)
            LoadAssemblies (90ms)
            RebuildTransferFunctionScriptingTraits (0ms)
            SetupTypeCache (312ms)
            ReleaseScriptCaches (2ms)
            RebuildScriptCaches (49ms)
            SetupLoadedEditorAssemblies (565ms)
                LogAssemblyErrors (0ms)
                InitializePlatformSupportModulesInManaged (5ms)
                SetLoadedEditorAssemblies (0ms)
                RefreshPlugins (3ms)
                BeforeProcessingInitializeOnLoad (150ms)
                ProcessInitializeOnLoadAttributes (361ms)
                ProcessInitializeOnLoadMethodAttributes (38ms)
                AfterProcessingInitializeOnLoad (8ms)
                EditorAssembliesLoaded (0ms)
            ExecutionOrderSort2 (1ms)
            AwakeInstancesAfterBackupRestoration (558ms)
Platform modules already initialized, skipping
Reloading assemblies failed.
Refreshing native plugins compatible for Editor in 1.26 ms, found 2 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
Refresh completed in 4.305179 seconds.
RefreshInfo: RefreshV2(AllowForceSynchronousImport) scanfilter:
RefreshProfiler: Total: 4304.771ms
    InvokeBeforeRefreshCallbacks: 0.930ms
    ApplyChangesToAssetFolders: 0.072ms
    Scan: 17.222ms
    OnSourceAssetsModified: 0.722ms
    InitializeImportedAssetsSnapshot: 12.671ms
    GetAllGuidsForCategorization: 1.950ms
    CategorizeAssets: 162.643ms
    ImportAndPostprocessOutOfDateAssets: 4080.479ms (2563.403ms without children)
        ImportManagerImport: 41.424ms (6.420ms without children)
            ImportInProcess: 34.969ms
            UpdateCategorizedAssets: 0.035ms
        CompileScripts: 1431.644ms
        PostProcessAllAssets: 12.748ms
        ReloadImportedAssets: 1.545ms
        EnsureUptoDateAssetsAreRegisteredWithGuidPM: 1.794ms
        InitializingProgressBar: 0.005ms
        PostProcessAllAssetNotificationsAddChangedAssets: 0.759ms
        OnDemandSchedulerStart: 0.351ms
        RestoreLoadedAssetsState: 8.918ms
    UpdateImportedAssetsSnapshot: 17.888ms
    ReloadSourceAssets: 5.310ms
    UnloadImportedAssets: 0.934ms
    Hotreload: 5.800ms
    FixTempGuids: 0.003ms
    GatherAllCurrentPrimaryArtifactRevisions: 0.328ms
    UnloadStreamsBegin: 0.337ms
    LoadedImportedAssetsSnapshotReleaseGCHandles: 0.933ms
    GetLoadedSourceAssetsSnapshot: 15.702ms
    PersistCurrentRevisions: 0.365ms
    UnloadStreamsEnd: 0.048ms
    GenerateScriptTypeHashes: 5.433ms
    Untracked: -1.677ms
[MODES] ModeService[default].RefreshMenus
[MODES] ModeService[default].UpdateModeMenus
Stacktrace:


=================================================================
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.
=================================================================

Received signal SIGSEGV
Stack trace:
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
<Missing stacktrace information>

At this point I have Unity at 2020.3.22f1, Burst at 1.6.1 and Job System at 0.11 which are all pretty much up to date and none of the changelogs mention this problem at all. I’m still totally at a loss as to how I can diagnose the issue or even understand what is causing it. Open to any and all suggestions.

Tried to mitigate the problem by turning off Safety Checks in the Burst menu, since after turning it to “Forced On” I started getting non-stop crashes. Sadly there’s still issues present as I just received a new weird crash error that said “MemoryStream is corrupt” or something. Another issue stemming from ExecuteSerializationCommands during compilation…

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

0x00007FF8CE334F69 (KERNELBASE) RaiseException
0x00007FF7A2A1166F (Unity) LaunchBugReporter
0x00007FF7A1EC159D (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FF7A1EC228A (Unity) EditorMonoConsole::LogToConsoleImplementation
0x00007FF7A3AF819E (Unity) DebugStringToFilePostprocessedStacktrace
0x00007FF7A3AF774F (Unity) DebugStringToFile
0x00007FF7A0C80C5E (Unity) CachedReader::OutOfBoundsError
0x00007FF7A0C85D34 (Unity) CachedReader::UpdateReadCache
0x00007FF7A1444B39 (Unity) Walk
0x00007FF7A1444C48 (Unity) Walk
0x00007FF7A143390F (Unity) SafeBinaryRead::BeginTransfer
0x00007FF7A134236A (Unity) TransferField_NonArray<SafeBinaryRead,Converter_UnityEngineObject>
0x00007FF7A1368132 (Unity) Transfer_UnityEngineObject<SafeBinaryRead,0>
0x00007FF7A0DE3116 (Unity) ExecuteSerializationCommands<SafeBinaryRead>
0x00007FF7A0DE9D59 (Unity) TransferScriptingObject<SafeBinaryRead,0>
0x00007FF7A0DE938F (Unity) SerializableManagedRefTransfer::TransferMonoInstance<SafeBinaryRead>
0x00007FF7A0DE5470 (Unity) SerializableManagedRefTransfer::RestoreBackupImpl<SerializableManagedRefBackupGenerator>
0x00007FF7A0DE521B (Unity) SerializableManagedRefTransfer::RestoreBackup<SerializableManagedRefBackupGenerator>
0x00007FF7A137D937 (Unity) SerializableManagedRefsUtilities::RestoreBackups
0x00007FF7A12B91D4 (Unity) MonoManager::EndReloadAssembly
0x00007FF7A12C0197 (Unity) MonoManager::ReloadAssembly
0x00007FF7A26BF971 (Unity) ReloadAllUsedAssemblies
0x00007FF7A2B4E58D (Unity) ImportAndPostprocessOutOfDateAssets
0x00007FF7A2B5B20B (Unity) RefreshInternalV2
0x00007FF7A2B6A906 (Unity) StopAssetImportingV2
0x00007FF7A2B5C1E9 (Unity) RefreshV2
0x00007FF7A2AA7CAE (Unity) AssetDatabase::Refresh
0x00007FF7A200FC3F (Unity) Application::AutoRefresh
0x00007FF7A29F9A8C (Unity) ContainerWindow::ContainerWndProc
0x00007FF8CE7CE7E8 (USER32) CallWindowProcW
0x00007FF8CE7CE36C (USER32) DispatchMessageW
0x00007FF8CE7E0F93 (USER32) SendMessageTimeoutW
0x00007FF8D0630BA4 (ntdll) KiUserCallbackDispatcher
0x00007FF8CE2A1124 (win32u) NtUserMessageCall
0x00007FF8CE7CCA85 (USER32) GetWindowTextW
0x00007FF8CE7CC23F (USER32) IsIconic
0x00007FF8CB6B9722 (uxtheme) GetUserColorPreference
0x00007FF8CB6D33D7 (uxtheme) Ordinal96
0x00007FF8CB6BB809 (uxtheme) IsCompositionActive
0x00007FF8CB6BB271 (uxtheme) IsCompositionActive
0x00007FF8CE7CC773 (USER32) GetWindowTextW
0x00007FF7A29F9E3B (Unity) ContainerWindow::ContainerWndProc
0x00007FF8CE7CE7E8 (USER32) CallWindowProcW
0x00007FF8CE7CE229 (USER32) DispatchMessageW
0x00007FF7A29CC846 (Unity) MainMessageLoop
0x00007FF7A29D09D1 (Unity) WinMain
0x00007FF7A482F716 (Unity) __scrt_common_main_seh
0x00007FF8CE707034 (KERNEL32) BaseThreadInitThunk
0x00007FF8D05E2651 (ntdll) RtlUserThreadStart

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

Really losing hope at this point since I have not heard back from the Bug Report staff.

This one is fun:

Stacktrace:


=================================================================
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.
=================================================================

Received signal SIGSEGV
Stack trace:

Completely empty. Crash occurred on entering playmode after just starting up Unity and no other changes.

Another one on entering play mode:

Refreshing native plugins compatible for Editor in 1.36 ms, found 2 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
RefreshInfo: StopAssetImportingV2(NoUpdateAssetOptions) scanfilter:
RefreshProfiler: Total: 101.430ms
Reloading assemblies for play mode.
Begin MonoManager ReloadAssembly
Stacktrace:


=================================================================
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.
=================================================================

Received signal SIGSEGV
Stack trace:
0x00007ff638a0edc6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
0x00007ff63a21df95 (Unity) StreamedBinaryWrite::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>
0x00007ff63a2368d1 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,1>
0x00007ff63a210984 (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
0x00007ff638a0edc6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
0x00007ff63a2367d2 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
0x00007ff639cb3116 (Unity) ExecuteSerializationCommands<SafeBinaryRead>
0x00007ff639cba56e (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
0x00007ff639ccbd6f (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
0x00007ff63a186bde (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
0x00007ff63a249531 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
0x00007ff63a186ff1 (Unity) MonoManager::BeginReloadAssembly
0x00007ff63a19006b (Unity) MonoManager::ReloadAssembly
0x00007ff63b58f971 (Unity) ReloadAllUsedAssemblies
0x00007ff63b55e99c (Unity) EditorSceneManager::RestoreSceneBackups
0x00007ff63aee35b0 (Unity) PlayerLoopController::EnterPlayMode
0x00007ff63aef8d6d (Unity) PlayerLoopController::SetIsPlaying
0x00007ff63aefbae7 (Unity) Application::TickTimer
0x00007ff63b89c991 (Unity) MainMessageLoop
0x00007ff63b8a09d1 (Unity) WinMain
0x00007ff63d6ff716 (Unity) __scrt_common_main_seh
0x00007ffe5bd67034 (KERNEL32) BaseThreadInitThunk
0x00007ffe5bf02651 (ntdll) RtlUserThreadStart

I’ve been getting the same error (I’m on 2020.3.35 LTS). The last five times I tried to run my game I got a SIGSEGV crash. All of the editor logs are attached. Most of mine seem related to Unity’s UIElements.

This is actively hindering my development progress.

8180912–1065530–Editor-1.txt (715 KB)
8180912–1065533–Editor-2.txt (105 KB)
8180912–1065536–Editor-3.txt (31.4 KB)
8180912–1065539–Editor-4.txt (62.5 KB)
8180912–1065542–Editor-5.txt (65.7 KB)

That’s scary, my crashes all stopped happening once I updated to Unity 2020.3.26f1. A few questions: Are you using Burst or Unity Jobs? Using URP, HDRP, or Built-in? Using any asset store packages which use those dependencies? Maybe if there’s a common thread between our projects it can help narrow down the source of the problem. Or it could be unrelated seg faults since mine seemed to stem more from saving/loading assets or scenes like on entering Play Mode whereas yours do hit a lot of UI functions.

I was thinking of finally upgrading my Unity version to the latest 2020 LTS but now I’m somewhat afraid to do so.

I’ve had it off and on for various Unity versions so it’s difficult to say if that’s an issue. But for packages, yep I’m using Burst and Jobs. I think it’s HDRP.

Does it still happen consistently when you run the game or is it somewhat random? I would recommend upgrading Burst and Jobs to their latest respective versions if you didn’t already, that’s what I did as part of my struggle to fix this. It could factor in to why I don’t get the crashing anymore.

I’m getting them pretty consistently near when I start the game–there’s a loading period where the game geometry is randomly generated, and then the scene fades in, and the crashes seem to be happening there.

Following your suggestion I upgraded all of the packages in the project (I then deleted the Library folder and re-opened). Tried to run it again and got another error (attached).

This one also mentions the UIElements stuff so I’m wondering if I can pull that out of the project somehow and use the old UI, though I’m not sure how I’d do that.

8185215–1066452–Editor.txt (2.66 MB)

If that’s the case see if you’re able to submit a bug report with the details. Ask for a place to upload your project since it likely won’t fit in their attachment system and then follow the directions to send over the faulty project. They may not be able to reproduce it but it doesn’t hurt to try if this is an important issue for you.

As for UIElements I’m not sure how easy that would be. I’m also unfamiliar with it; is this a new package that uses Burst/Jobs? I had a similar issue due to adding Magica Cloth that relied on those dependencies so maybe that is a common link here.

The only other thing I can suggest is to try running it on another machine if possible. That would at least narrow down something. If it does happen on another computer then that’d be a good sign that a Unity dev could reproduce it on their own and give more answers about the problem.

Thanks, I appreciate the suggestion. I might submit a bug report.