Editor keeps crashing constantly

I am using 2022.2.13f (but this is happening from 2022.2.10f1) and the editor crashes every couple of minutes making it impossible to work on my project.

In the editor logs there only:

[Worker0] Start importing Assets/Shadow of the Road/Characters/Toshiro/Toshiro.asset using Guid(998291ffbeb4cbf46a438ebd9e3ce4c0) Importer(815301076,1909f56bfc062723c751e8b465ee728b)
[Worker0]  -> (artifact id: '4253f25abb21033001ab53fc1fc239a1') in 11.616560 seconds
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
Asset Pipeline Refresh (id=3e39a1c644e73e341904b57055f40dfe): Total: 0.036 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
Crash!!!

or

Asset Pipeline Refresh (id=740499a3beda6cf4eb672d547d4aa5f8): Total: 0.028 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
Crash!!!

I doubt that it would crash on an empty project, but I won’t be able to upload my project along with the bug report. Is there any way to narrow down or identify the cause?

I am on windows 10 & 11, using RTX 3080ti or 1660 Super. I also have the latest GPU drivers installed.

I’ve tried with parallel import enabled and disabled in the project editor settings. There is no difference.

I really need some help as it is not possible to use an engine that crashes every 5 minutes.

2 Likes

I’m having the exact same issue here with different versions of Unity from 2202.2.10 all the way to 2022.2.13

  • RTX 2070 Super
  • Windows 11
  • Latest driver

I will try 2022.2.14 as this version was released this night. Lets hope for the best

UPDATE: Nope, just crashed again with 2022.2.14

1 Like

Have you wiped the library after the engine update? It seems that it mitigated the issue at least in my case. It is still bad, but not as bad as before.

I tried that before but after a day or two the crashes came back.

What might help, is to set the Rendering API from Auto to something that does not have D3D11 in the first place. I am currently using D3D12 + D3D11 as version 11 in second place. So the editor is using 12 and did not crash at all until now.

Keeps crashing and DX12 is not working

@nehvaleem are you using the 3rd party plugin “Bakery” btw?

Nope, not in this project.

Hm was thinking its related to this :confused:

I updated to .17 but don’t think this is fixed yet

Same issue in our team, for 4+ desktops.

Same here, 2022.2.19. Ryzen 5 3600, GTX 3070.
For me it almost only happen when I work with UI in the editor.

Any updates?

I can’t see any mention of bug reports in the thread, though i may have missed them, or they may simply not have been mentioned.

But, if you have submitted one, let me know the case number, and if you have not, please submit one if you can! Thanks all!

QA does nothing with bug reports that don’t instantly repro, and the people here don’t seem to have the crashes narrowed down to straightforward reproducible steps.

Asking them to submit bug reports without super clear repro is asking them to waste their time.

8 Likes

Unfortunately that is exactly what happend to my bug report. One day after my submission I just got an e-mail, asking me about my experience with this issue, because “investigating my bug report was just finished”. Never heard about it again.

The only really reoccurring thing is the

d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
d3d11: EndWrite on null buffer
....

flood right before the crash. The crash itself is not consistently reproducible. I think I can narrow it down on two things:

  • Coming back to the editor (regaining focus) after a longer time
  • Almost after every light-bake. Which also somehow is a regain-focus thing because baking light takes some time

But it also happens when you are just working inside Unity. As I said, not really reproducible

3 Likes

Of course that’s what happened. The purpose of QA is for both users and developers to feel like there is a system through which progress can be made while nothing is actually done apart from busywork.

I think the community should start translating “Please submit a bug report” to the actual meaning the systems in place at Unity give to that phrase, which is “Please go fuck yourself”

1 Like

It looks like I wrote this message, lol :smile:

I think that regaining focus is an important factor. In my case - working with uGui often leads to a crash. It is really tough to work that way.

I too have something similar (“Calling EndWrite before BeginWrite”) happening almost every day on 2022.2.18.

There’s no way to “start empty project and give steps to reproduce”.

The real problem is that this type of error messages have no stack trace or no information about what’s causing it. Apparently this error has been there since 2021.3.25 but piling new features above other features makes this really shaky. Something obviously causing it (who knows if it’s the prefab system or some missing script whatever) but there is zero way to debug this by ourselves.

1 Like

I have an update to this: Today with version 2022.2.20 I got a traceable exception right before the crash for the first time. Hope it helps to find a fix:

ArgumentNullException: Value cannot be null.
Parameter name: value
  at (wrapper managed-to-native) UnityEngine.MaterialPropertyBlock.SetTextureImpl(UnityEngine.MaterialPropertyBlock,int,UnityEngine.Texture)
  at UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) [0x00001] in <7ab1866afe2743b3ab3c564ec1223b70>:0
  at UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) [0x00012] in .\Library\PackageCache\com.unity.render-pipelines.core@14.0.7\Runtime\Utilities\Blitter.cs:243
  at UnityEngine.Rendering.Universal.Internal.CopyDepthPass.ExecutePass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.Internal.CopyDepthPass+PassData passData, UnityEngine.Rendering.CommandBuffer& cmd, UnityEngine.Rendering.Universal.CameraData& cameraData, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination) [0x002da] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\Passes\CopyDepthPass.cs:186
  at UnityEngine.Rendering.Universal.Internal.CopyDepthPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00061] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\Passes\CopyDepthPass.cs:103
  at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x000ba] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1484
  at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) [0x00033] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1440
  at UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x0027c] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1216
  at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) [0x001e9] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:651
  at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) [0x00058] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:534
  at UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) [0x00150] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:376
  at UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) [0x0001c] in <7ab1866afe2743b3ab3c564ec1223b70>:0
  at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) [0x00047] in <7ab1866afe2743b3ab3c564ec1223b70>:0
UnityEditor.Handles:Internal_DrawCameraWithFilter(Camera, DrawCameraMode, Boolean, Boolean, GameObject[])
UnityEditor.Handles:smile:rawCameraImpl(Rect, Camera, DrawCameraMode, Boolean, DrawGridParameters, Boolean, Boolean, Boolean, GameObject[])
UnityEditor.Handles:smile:rawCamera(Rect, Camera, DrawCameraMode, Boolean)
UnityEditor.SceneView:RenderFilteredScene(Rect)
UnityEditor.SceneView:smile:oDrawCamera(Rect, Rect, Boolean&)
UnityEditor.SceneView:smile:oOnGUI()
UnityEditor.SceneView:OnSceneGUI()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:smile:oIMGUIRepaint()
UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh(DrawParams, Single, Exception&)
UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain(RenderChainCommand, Material, Material, Texture, Texture, Single, NativeSlice`1, NativeSlice`1, MaterialPropertyBlock, Boolean, Exception&)
UnityEngine.UIElements.UIR.RenderChain:Render()
UnityEngine.UIElements.UIRRepaintUpdater:Update()
UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase(VisualTreeUpdatePhase)
UnityEngine.UIElements.Panel:UpdateForRepaint()
UnityEngine.UIElements.Panel:Repaint(Event)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch(BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

(Filename: ./Library/PackageCache/com.unity.render-pipelines.core@14.0.7/Runtime/Utilities/Blitter.cs Line: 243)

d3d11: EndWrite on null buffer
Crash!!!
2 Likes

I removed “Range(…)” from INSPECTOR and after that I have not seen EndWrite error anymore. (Not sure if coincidence but several days without “EndWrite” error.

2 Likes

Still searching for similarities here and @sandbaydev gave me an idea: Are you guys using Odin by any chance? Maybe, if we all have this in common, this is a starting point.

I am using Odin 2.x

I don’t know if it is a viable solution, but maybe it will work in the short term. I have noticed that if I switch the editor to the DX12 version the crashes are a lot less frequent.