How to begin to diagnose "Native Crash - KiUserExceptionDispatcher" crash?

I occasionally get a crash report titled “Native Crash - KiUserExceptionDispatcher”. This comes from random users, generally people playing a free demo of my game, not anyone I’m in contact with.

The stack trace shows the crashed thread, but I struggle to find any way I can approach this to try to diagnose the problem.

Does anyone have experience with crashes like this? Any advice on trying to prevent them from occurring?

Maybe I’ll just use this thread to collect all of this sort of error, though it may get obnoxious. Again, these aren’t errors I can reproduce in any way. They’re occurring on random users’ machines, and submitted to me via Unity’s crash reporting, so I have no direct contact with the players getting these errors.

And again, I’m posting this in hopes of understand if there’s anything I can do about errors like this. (By the way, submitting a bug report to Unity won’t help. I’ve done that before, and they won’t be able to do anything if a sample project isn’t attached with a reproducible test case.)

Another crash:

Another crash:

From now all, these occur under Unity 2021.3 builds:

Still no idea how to start debugging/fixing/understand any of these errors. Hoping that eventually someone will have a suggestion.

Hey dgoyette, did you already gain a better understanding of the crash?

I have had this problem for a few months already and still can’t find out where it comes from.
What platform do you use? The application runs on Windows and it works together with Azure Kinect DK depth cameras.

this is what the reports for me look like:

Nope. I still have no idea what causes this type of crash. The actual stack traces always seem to be a bit different from each other, so this isn’t one crash, but a family of crashes that have similar, but different, stack traces.

I am now getting these kinds of crashes quite frequently. About once a day for every player. In what kind of project is this crash happening for you? Is it a game, or do you also make use of any other hardware?

The reports I get come from a game, generally running only on the Windows platform. I don’t recall seeing errors like this originating from Mac players, but with so few Mac players that’s not conclusive.

After a lot of researching, I found out that one of my systems had overheating issues, which caused BSOD’s. Since I fixed the overheating issue, I haven’t had the crash report anymore in the past two weeks.

I’m getting as well on version 2022.1.15f1
Could be HDRP but idk

I’m seeing these errors from time to time in the Unity crash report analytics system and are in two players that have these. Not exact same behavior, but still a hard crash with errors similar to this.

After researching, my guess, and it’s a guess for now, is that its due to old/low end graphics cards. At all, I have only seen these crashes on cards like:
Intel(R) HD Graphics 3000
Intel(R) Iris(R) Plus Graphics
Intel(R) HD Graphics
NVIDIA GeForce GT 240
NVIDIA GeForce GT 630M
Radeon RX 580 Series

Without being a hardware guy, it seems to be these are low-end/older graphics cards and that seem to be the common nominator in my case.

If I can actually do anything about it, I don’t know, but at least thats my findings, but don’t really have a hard proof.

I’m getting those crashes as well.
For me it’s 25 impacted users in the past 7 days.

Regarding the GPU theory, for me these have been affected:

  • NVIDIA GeForce GTX 1080
  • NVIDIA GeForce GTX 770M
  • NVIDIA GeForce GTX 1650 Ti
  • NVIDIA GeForce GTX 1050
  • NVIDIA GeForce RTX 3060 Laptop GPU
  • NVIDIA GeForce RTX 3050 Laptop GPU
  • NVIDIA GeForce GTX 1660 Ti

some of them don’t sound very low-end / old too me tough :confused:

It seems as this particular crash can have multiple reasons though.
If you look at line 12 of the crashed thread’s stack trace, there are different files / methods for all our examples.

For me it’s:

So for me at least, it seems that some exception in the textinputframework is not properly handled, which results in the hard crash.

The other stack traces in this thread so far do sound more graphics-based though, so maybe for those the gpu-theory holds up!

One of my players had this crash today.

GPU: NVIDIA GeForce RTX 3080
CPU: Intel(R) Core™ i7-9700K CPU @ 3.60GHz
OS: Windows 10 (10.0.19044) 64bit
Unity: 2022.1.24f1 (URP)

Thread 10 (crashed)
0 ntdll 0x00007ffcebaadc14 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffce9660590 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffce966048e WaitForMultipleObjects
3 UnityPlayer 0x00007ffc92df91c2 winutils::ExternalCrashHandler::HandleCrash (C:\build\output\unity\unity\PlatformDependent\Win\ExternalCrashHandler.cpp:354)
4 UnityPlayer 0x00007ffc92df9252 winutils::ExternalCrashHandler::HandleCrash (C:\build\output\unity\unity\PlatformDependent\Win\ExternalCrashHandler.cpp:426)
5 UnityPlayer 0x00007ffc92e0a228 winutils::processInternalCrash (C:\build\output\unity\unity\PlatformDependent\Win\WinUtils.cpp:595)
6 KERNELBASE 0x00007ffce9720207 UnhandledExceptionFilter
7 ntdll 0x00007ffcebab5530 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffceba9c876 _C_specific_handler
9 ntdll 0x00007ffcebab241f RtlpExecuteHandlerForException
10 ntdll 0x00007ffceba614a4 RtlDispatchException
11 ntdll 0x00007ffcebab0f4e KiUserExceptionDispatcher
12 UnityPlayer 0x00007ffc92856a7b MemoryManager::GetAllocator (C:\build\output\unity\unity\Runtime\Allocator\MemoryManager.cpp:2312)
13 UnityPlayer 0x00007ffc92859c8d MemoryManager::Reallocate (C:\build\output\unity\unity\Runtime\Allocator\MemoryManager.cpp:1945)
14 UnityPlayer 0x00007ffc9285b07b realloc_internal (C:\build\output\unity\unity\Runtime\Allocator\MemoryManager.cpp:439)
15 UnityPlayer 0x00007ffc92b3e1a0 dynamic_array_detail::dynamic_array_data::grow (C:\build\output\unity\unity\Runtime\Utilities\dynamic_array.cpp:50)
16 UnityPlayer 0x0000000000cd2a3d (C:\build\output\unity\unity\Runtime\Utilities\dynamic_array.h:693)
17 UnityPlayer 0x0000000000cd2a19 (C:\build\output\unity\unity\Runtime\Utilities\dynamic_array.h:485)
18 UnityPlayer 0x00007ffc93262a3d VFXCommandList::InnerRegister (C:\build\output\unity\unity\Modules\VFX\Public\VFXCommand.cpp:54)
19 UnityPlayer 0x0000000000ce50de HasFlag (C:\build\output\unity\unity\Modules\VFX\Public\VisualEffect.h:175)
20 UnityPlayer 0x00007ffc932750de VisualEffect::processUpdate (C:\build\output\unity\unity\Modules\VFX\Public\VisualEffect.cpp:473)
21 UnityPlayer 0x00007ffc93278b15 VisualEffect::Update (C:\build\output\unity\unity\Modules\VFX\Public\VisualEffect.cpp:425)
22 UnityPlayer 0x00007ffc9326521e VFXManager::UpdateVisualEffectJob (C:\build\output\unity\unity\Modules\VFX\Public\VFXManager.cpp:836)
23 UnityPlayer 0x00000000004bcb6b (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueue.cpp:462)
24 UnityPlayer 0x00007ffc92a4cb6b JobQueue::Exec (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueue.cpp:634)
25 UnityPlayer 0x00007ffc92a4cd5e JobQueue::ExecuteJobFromHighPriorityStack (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueue.cpp:824)
26 UnityPlayer 0x00007ffc92a4d1c6 JobQueue::processJobs (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueue.cpp:991)
27 UnityPlayer 0x00007ffc92a4e990 JobQueue::WorkLoop (C:\build\output\unity\unity\Runtime\Jobs\Internal\JobQueue.cpp:1115)
28 UnityPlayer 0x00007ffc92b5c091 Thread::RunThreadWrapper (C:\build\output\unity\unity\Runtime\Threads\Thread.cpp:82)
29 KERNEL32 0x00007ffceac67614 BaseThreadInitThunk
30 ntdll 0x00007ffceba626a1 RtlUserThreadStart
31 ntdll 0x00007ffceba626a1 RtlUserThreadStart

I am running into the same (or similar) issue. We are noticing it consistently occurs when players quit to desktop from a game mode but not from the main menu. Meaning we believe that it could be tied to the exit application call stack but only in high-stress situations (the crash game modes auto-save and go through some processes during quit). We are using the built-in render pipeline.

Stats:
Version: 2021.3.14f1
GPU: NVIDIA GeForce GTX 1080 Ti

We are also seeing this crash on Windows.

2021.3.20f1
Intel(R) HD Graphics 630

I’m also seeing this crash frequently when players quit my game. I can’t exactly reproduce it, it seems completely random whether it crashes or not when closing the game. I’m using the C# Jobs system, the Burst Compiler, and VFX Graph quite a lot for some mechanics in my game, so I thought maybe my issue could be some asynchronous thing with these tools not clearing out properly or something. It’s just a shot in the dark though, as the crash report doesn’t seem to have any useful information to lead me in that direction