I'm getting this error, but I'm not using the job system... why?

If you have a project where this issue is reproducible, could you please submit a bug-report as explained in this document:
https://unity3d.com/unity/qa/bug-reporting

If Unity Technologies has a project to reproduce the issue, they normally come up with a fix much faster, which is good for us as well :slight_smile:

Once you submitted the bug-report, you receive a bug-report Case number. Unity normally asks us to post this number in the related forum thread, so they can find it quicker.

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Yeah I’m going to have to start locking threads that go around in circles without bug reports. Please file a new bug report as it’ll save time. When staff has to ask if you’re running SRP or not and a bunch of other questions, it’s time for report.

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I’ve also spotted this issue today for the first time. Version is Unity 2018.1.2f1 (64-bit). I’ve never seen this with any pre-2018 version before. Unfortunately, I have no repro case yet.
stack trace info

Assertion failed: Multiple dependency jobs should not be in ScheduleDependencies
0x00000001414EFFF9 (Unity) StackWalker::GetCurrentCallstack
0x00000001414F6606 (Unity) StackWalker::ShowCallstack
0x000000014138FCAB (Unity) GetStacktrace
0x000000014088802C (Unity) DebugStringToFile
0x00000001408833B6 (Unity) JobQueue::ScheduleDependencies
0x0000000140883C96 (Unity) JobQueue::ScheduleJobMultipleDependencies
0x000000014087C033 (Unity) ScheduleMultiDependencyJob
0x000000014065325E (Unity) CullLocalLightShadowCasters
0x00000001405A5A5C (Unity) AddLocalLightsJob
0x000000014088291E (Unity) JobQueue::Exec
0x0000000140882C3E (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00000001408830B9 (Unity) JobQueue::processJobs
0x0000000140884AF9 (Unity) JobQueue::WorkLoop
0x0000000140A74468 (Unity) Thread::RunThreadWrapper
0x00000000770F59CD (kernel32) BaseThreadInitThunk
0x000000007725383D (ntdll) RtlUserThreadStart

Same problem with 2018.2.06b… Still no idea of what triggers it or how to reproduce it.

Thanks for the reports yeah it is new piece of code in 2018.1 and newer versions of Unity.
From looking at the code it looks like the asset could be triggered incorrectly in very exceptional edge cases (very timing related).
Let me make a fix into 2018.1 and 2018.2

Basically it is safe to ignore this particular assert

I am looking for any volunteers who get this assert semi-regularly. I want to make a new build for you to see if the fix works. It looks to be an extreme edge case of perfect timing which I am unable to reproduce so far (in practice) but I can predict in theory.

Please just give me the precise Unity version you are using and I can make a new Unity.exe with the fix in it.

Thanks

Jake

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I’m getting this message about once a month, I volunteer if that helps you. I just moved to 2018.2.07b.

Thank you - even better news. I have recreated the assert in a stress test case and verified the fix to the assert message has stopped it appearing

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For the record, this has just popped up in my console too. Three times.

Assertion failed: Multiple dependency jobs should not be in ScheduleDependencies

2018.1.0f2 (64-bit)

Great news!
Thank you!

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Sorry for the delay. We spent a long time reviewing the code and the suggested fix to make sure everything felt robust.

The fix has just landed to be in the next Unity release (currently in alpha).

I will start the process of migrating the fix back to 2018.2 & 2018.1

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Assertion failed: Multiple dependency jobs should not be in ScheduleDependencies
UnityEngine.GUIUtility: processEvent(Int32, IntPtr)

unity 2018.1.3f11(64 bit)

The fix is heading to

2018.3.0a3
2018.2.0b11

and is on its way to 2018.1 but I don’t have a version number yet.

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The fix is heading to 2018.1.8f1

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