Sometimes when I try to open a scene within Unity by double-clicking, I get ExecutionEngineException: SIGILL.
It’s hard to determine exactly when this happens, but I’ve uninstalled/reinstalled, rebooted the machine, etc without any change. Sometimes Unity will get so hungup that it becomes unresponsive.
Following that, if I try to use the File > Open Scene route, the finder window that comes up seems unable to get directory structure and gets stuck, as well, so it seems like some kind of file IO issue but I have no real clue at this point.
If anyone has seen this issue or has any insight I would really appreciate it.
Never heard of that before. SIGILL is an illegal instruction exception, which seems a bit unlikely. Is this a regular install of Mavericks on an Apple machine (not a Hackintosh) and a regular (not pirated) copy of Unity? Is it just one scene, or all scenes? Does it happen on just the one machine, or on other machines as well. (Trying to help you work out if it’s a project, or machine related issue.)
I’m also running genuine Unity Pro 4.3.4 on OSX Mavericks, real apple hardware (2012 Macbook Pro, Retina). While I’m a novice Unity user, I’m a developer by trade and I’m having so many SIGILL exceptions it is making the editor software virtually unusable.
Seems to happen regardless of scene, project and target platform.
Most recently happened when clicking to open a C# script file. I’ve just tried to replicate it but instead, the editor freezes, can’t seem to get it to produce an error message.
same here, every time I open the Occlusion window I get “ExecutionEngineException: SIGILL” in the console and then the editor hangs forever and I need to kill it. I’m using OSX 10.8.5 on an iMac.
I also have the same problem. Maverick, Macbook Pro, newest Unity Version. It randomly but really often happens in the most different situations. Nearly every time I try to open an external asset (script, sound, graphic) through the project view but also when I try to open a scene or when I build to xcode.
My team is also experiencing this. It’s happening when we try to import a specific resource, and we can make the problem go away temporarily by reimporting, but it comes back the next time we run the game. Any help would be much appreciated!
This happens very often for me. Filed the bug report some times but didn’t get resolve.
It will throw that exception for me for the following occasions.
1)When ever I Click a scene. It will show SigKill in console and nothing happens.
2)When ever I save any new Scene, Unity Hangs. This happens for any new scene. All the data in that new scene will go waste.
I’m on Mountain Lion, iMac and with Valid Unity Pro License. ver : 4.3.4f1 . This issue was there from quite few versions.
Tried the Reimport all and the problem still persists for me. Can’t open scenes and finder hangs all the time.
Using latest Macbook Pro with Mavericks and Unity 4.3.4
ExecutionEngineException: SIGILL
at (wrapper managed-to-native) UnityEditor.AssetDatabase:OpenAsset (int,int)
at UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID) [0x00000] in :0
I’ve Raised it as a bug. Hopefully they find out whats causing it its becoming really painful to dev with.
I’ve had it where I get the SIGLL error and somehow clicked save after getting it. Although it didn’t look like the scene had opened it had actually opened in the background and the save overwrote it with the contents of the scene I had open previously(or seemingly still had open as the contents and scene title remained in the editor window). So watch out for that.
Unfortunately I can confirm that behaviour. I lost a lot of work by overwriting scenes this way, twice actually before I realized what was happening.
Now I just quit Unity when SIGILL occurs, or kill the process if necessary. It’s really a pain working this way as it happens very often.
We’ve tracked this down, it was due to calling DestroyImmediate with allowDestroyingAssets set to true. The objectToBeDestroyed was loaded dynamically from Resources and DestroyImmediate was removing it from the Asset Database, so the next time we tried to load it, we’d get the SIGILL error.
To fix, we had to stop destroying this object at run-time AND reimport it.
I’m not using any calls to DestroyImmediate in my code… I am, however, using NGUI, which uses DestroyImmediate in a handful of places. I’m stuck using NGUI for now; not using it isn’t an option.