Hello,
We’re investigating an upgrade from 2019 LTS to 2020.2 in our project and even though the Editor improvements are cool, we unfortunately haven’t been able to build the project on 2020.2b11.
We have a 100% crash when trying to build the asset bundles through our editor tools with a stacktrace as follow:
Stack Trace of Crashed Thread 54496:
0x00007FF7755D78DA (Unity) winutils::CrashHandler::smile:efaultSignalHandler
0x00007FF775416657 (Unity) HandleSignal
0x00007FF77893A17A (Unity) seh_filter_exe
0x00007FF778CF5329 (Unity) `__scrt_common_main_seh'::`1'::filt$0
0x00007FF778907E48 (Unity) _C_specific_handler
0x00007FFC3BEE121F (ntdll) _chkstk
0x00007FFC3BEAA259 (ntdll) RtlRaiseException
0x00007FFC3BEDFE8E (ntdll) KiUserExceptionDispatcher
0x00007FF777B3E580 (Unity) Mesh::Transfer<StreamedBinaryWrite>
0x00007FF775549AB3 (Unity) SerializedFile::WriteObject
0x00007FF775511C13 (Unity) PersistentManager::WriteFile
0x00007FF775513629 (Unity) PersistentManager::WriteFile
0x00007FF7763002A4 (Unity) WriteSharedAssetFile
0x00007FF7762DBC8B (Unity) CompileSharedAssetsFile
0x00007FF777E8AD61 (Unity) BuildSharedAssetsFile
0x00007FF777E8626F (Unity) BuildPlayerData
0x00007FF777E8E951 (Unity) DoBuildPlayer_Build
0x00007FF777E8D5B7 (Unity) DoBuildPlayer
0x00007FF776287CC4 (Unity) BuildStreamedSceneBundle
0x00007FF776285591 (Unity) BuildAssetBundlesInternal
0x00007FF77628320F (Unity) BuildAssetBundles
0x00007FF77735EF51 (Unity) BuildPipeline::BuildAssetBundlesWithInfoInternal
0x00007FF7771F88BF (Unity) BuildPipeline_CUSTOM_BuildAssetBundlesWithInfoInternal
0x0000023150F8F2D7 (UnityEditor.CoreModule) UnityEditor.BuildPipeline.BuildAssetBundlesWithInfoInternal()
0x0000023150F8EF8B (UnityEditor.CoreModule) UnityEditor.BuildPipeline.BuildAssetBundles()
0x0000023150F8EE93 (UnityEditor.CoreModule) UnityEditor.BuildPipeline.BuildAssetBundles()
I have also reported the crash in fogbugz case #1292739 with more information there.
Is this a known issue or is there a workaround to that crash as of now?
I should note, since this crash is related to writing files, that our project is also on Perforce (I tried setting the project to work offline but nothing changed).
Thanks,
Christopher.