I am trying to open a remote project using PlasticSCM, but I get a error

I don't know what's wrong with this project, but my unity application and editor is perfectly functional and usable, but it crashes Unity whenever I am trying access my team's group project. It wasn't acting like this previously and I don't know what has happened. My computer isn't the cause cause I opened a remote project using a Github directory and it works. So maybe it's PlasticSCM thing.

The error is as follows:

Obtained 2 stack frames

RtlLookupFunctionEntry returned NULL function. Aborting stack walk.

Much help with troubleshooting will be appreciated!

As noted by another poster here recently, there's been a lot of Plastic-related issues.

There's a forum for that:

https://forum.unity.com/forums/unity-version-control.605/

Props to you and your team for using source control, but I do recommend getting your project out of there and setting up proper enterprise source control ASAP.

PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

I'm sorry you've had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

As far as configuring Unity to play nice with git, keep this in mind:

https://discussions.unity.com/t/736093/3

I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

Here is how I use git in one of my games, Jetpack Kurt:

https://discussions.unity.com/t/807568/3

Using fine-grained source control as you work to refine your engineering:

https://discussions.unity.com/t/826718/2

Share/Sharing source code between projects:

https://discussions.unity.com/t/719810/2

Setting up an appropriate .gitignore file for Unity3D:

https://discussions.unity.com/t/834885/5

Generally the ONLY folders you should ever source control are:

Assets/
ProjectSettings/
Packages/

NEVER source control Library/ or Temp/ or Logs/
NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

Setting git up with Unity (includes above .gitignore concepts):

https://thoughtbot.com/blog/how-to-git-with-unity

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

If you plan on joining the software industry, you will be required and expected to know how to use source control.

"Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards