Hi. I found that mobile (iOS, Android) build crashes randomly when using Unity 2022.2.0b13.
Here is stack trace of crash log (iOS):
Thread 0 (crashed)
0 UnityFramework 0x000000010adaece4 ScriptableRenderLoopJob (/Users/bokken/build/output/unity/unity/Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:795)
1 UnityFramework 0x000000010b546830 ExecuteAsync (/Users/bokken/build/output/unity/unity/Runtime/GfxDevice/GfxDevice.cpp:2325)
2 UnityFramework 0x000000010ada1ad8 ScheduleRenderJobs (/Users/bokken/build/output/unity/unity/Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1783)
3 UnityFramework 0x00000000001d9760 atomic_fetch_sub_explicit<int, memory_order_release_t> (/Users/bokken/build/output/unity/unity/Runtime/Threads/ExtendedAtomicOps-clang-gcc.h:158)
4 UnityFramework 0x00000000001d9760 atomic_release (/Users/bokken/build/output/unity/unity/Runtime/Threads/ExtendedAtomicOps-clang-gcc.h:176)
5 UnityFramework 0x00000000001d9760 Release (/Users/bokken/build/output/unity/unity/Runtime/Core/SharedObject.h:167)
6 UnityFramework 0x000000010ada1760 ExecuteDrawRenderersCommand (/Users/bokken/build/output/unity/unity/Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1897)
7 UnityFramework 0x000000010ada89cc ExecuteScriptableRenderLoop (/Users/bokken/build/output/unity/unity/Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:0)
Android:
Thread 0 (crashed)
0 libunity.so 0x00000078fc5a43dc vk: ataBuffer::CreateResource()
1 libunity.so 0x00000078fc5a5458 vk: ataBuffer::BeginWrite(unsigned long, unsigned long, bool)
2 libunity.so 0x00000078fc4d688c GeometryJobTasks::ScheduleGeometryJobs(GfxDevice&, void ()(GeometryJobData ), GeometryJobInstruction const*, unsigned int, bool)
3 libunity.so 0x00000078fc72eca4 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)
4 libunity.so 0x00000078fc72a000 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)
5 libunity.so 0x00000078fc729fc8 GfxDeviceWorker::Run()
6 libunity.so 0x00000078fc729d54 GfxDeviceWorker::RunGfxDeviceWorker(void*)
7 libunity.so 0x00000078fbe01360 Thread::RunThreadWrapper(void*)
With 2021.3.12f1, no crashes.
Do you use graphics jobs?
If so, check if that’s the issue.
If so, make a bug report for that
No, I did not use GraphicsJobs.I’ll report when I find more precise condition.
I have starting to see this issue as well in official release, even the editor sometimes will crash with similar stack trace of iOS. Have not been able to figure out the cause either.
Probably no one will see this now, but it does not seem like the current 2023.1 alpha have this issue.
Edit: No, spoke too soon. Still would see same crashes randomly.
It still crashes with 2022.2.1f1. Both iOS and Mac (silicon) Editor. Crash timing is random. It is hard to create minimal reproducible project, so I sent crash-report only (taken from Cloud Diagnosticts). IN-26992.
Same. I’m using 2022.2.1f1, Crash randomly on iOS and android, which stop my game from publish.
There are many LineRenderer component and material.SetFloat() API call in my game, and I’m using URP.
Is this a known issue? Please fix it.
Also getting crashes on iOS in 2022.2.3f1. Reported as IN-29953.
Thread 0 name:
Thread 0 Crashed:
0 UnityFramework 0x000000010ad762f8 ScriptableRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*) + 56 (ScriptableDrawRenderers.cpp:799)
1 UnityFramework 0x000000010b39f86c GfxDevice::ExecuteAsync(int, void ()(GfxDeviceAsyncCommand::ArgScratch , GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch**, GfxDeviceAsyncCommand::Arg const*, JobFence const&) + 80 (GfxDevice.cpp:2346)
2 UnityFramework 0x000000010ad6a260 ScheduleRenderJobs(unsigned int, ScriptableRenderContextArg const*, JobFence const&) + 504 (ScriptableDrawRenderers.cpp:1792)
3 UnityFramework 0x000000010ad69f40 ExecuteDrawRenderersCommand(ScriptableRenderContextArg*) + 120 (ScriptableDrawRenderers.cpp:1898)
4 UnityFramework 0x000000010ad70880 ScriptableRenderContext::ExecuteScriptableRenderLoop() + 1180 (ScriptableRenderContext.cpp:1313)
5 UnityFramework 0x000000010e32c73c UniversalRenderPipeline_RenderSingleCamera_mAED46E947EC1009B5D51EE35B156C551A2901A18 + 1768 (Unity.RenderPipelines.Universal.Runtime7.cpp:18902)
6 UnityFramework 0x000000010e329fe8 UniversalRenderPipeline_RenderCameraStack_m47BBC0B4111D83BB6EE3275C9572BFBF2F5451B9 + 3396 (Unity.RenderPipelines.Universal.Runtime7.cpp:19794)
7 UnityFramework 0x000000010e328484 UniversalRenderPipeline_Render_m15A42AB44C14AB4DCA7EF0B915964D46B643D50E + 660 (Unity.RenderPipelines.Universal.Runtime7.cpp:18118)
8 UnityFramework 0x000000010e497510 RenderPipelineManager_DoRenderLoop_Internal_mB646C8738F4A9859101F3BE94809E2E10BBDB1FB + 592 (UnityEngine.CoreModule3.cpp:16725)
9 UnityFramework 0x000000010c011eb0 il2cpp::vm::Runtime::InvokeWithThrow(MethodInfo const*, void*, void**) + 100 (Runtime.cpp:593)
10 UnityFramework 0x000000010c011df8 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 84 (Runtime.cpp:579)
11 UnityFramework 0x000000010aea5414 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 124 (ScriptingApi_Il2Cpp.cpp:290)
12 UnityFramework 0x000000010aeb2a68 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 120 (ScriptingInvocation.cpp:298)
13 UnityFramework 0x000000010ad71824 Invoke + 20 (ScriptingInvocation.h:71)
14 UnityFramework 0x000000010ad71824 ScriptableRenderContext::ExtractAndExecuteRenderPipeline(dynamic_array<Camera*, 0ul> const&, void ()(SceneNode const , AABB const*, IndexList&, SceneCullingParameters const*), void*, ScriptingObje… + 304 (ScriptableRenderContext.cpp:1666)
15 UnityFramework 0x000000010b3135a8 RenderManager::RenderCamerasWithScriptableRenderLoop(int) + 792 (RenderManager.cpp:280)
16 UnityFramework 0x000000010b313ba0 RenderManager::RenderCameras(int, void ()(), void ( )()) + 72 (RenderManager.cpp:357)
17 UnityFramework 0x000000010ada07c0 PlayerRender(bool) + 700 (Player.cpp:1068)
18 UnityFramework 0x000000010ad9702c ExecutePlayerLoop(NativePlayerLoopSystem*) + 100 (PlayerLoop.cpp:386)
19 UnityFramework 0x000000010ad9706c ExecutePlayerLoop(NativePlayerLoopSystem*) + 164 (PlayerLoop.cpp:407)
20 UnityFramework 0x000000010ad97324 PlayerLoop() + 280 (PlayerLoop.cpp:514)
21 UnityFramework 0x000000010b58d484 UnityPlayerLoopImpl(bool) + 112 (LibEntryPoint.mm:327)
22 UnityFramework 0x000000010ac131fc UnityRepaint + 12 (UnityAppController+Rendering.mm:219)
23 UnityFramework 0x000000010ac131fc -[UnityAppController(Rendering) repaint] + 84 (UnityAppController+Rendering.mm:78)
24 UnityFramework 0x000000010ac13198 -[UnityAppController(Rendering) repaintDisplayLink] + 76 (UnityAppController+Rendering.mm:63)
25 QuartzCore 0x00000001d703bfa4 CA: isplay: isplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 820 (CADisplay.mm:4507)
26 QuartzCore 0x00000001d71693b8 CA: isplay: isplayLink::dispatch_deferred_display_links(unsigned int) + 380 (CADisplay.mm:2959)
27 UIKitCore 0x00000001d8197498 _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:112)
28 UIKitCore 0x00000001d87e3410 schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:987)
29 UIKitCore 0x00000001d87e25dc runloopSourceCallback + 92 (_UIUpdateScheduler.m:1079)
30 CoreFoundation 0x00000001d5a45f34 CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION + 28 (CFRunLoop.c:1957)
31 CoreFoundation 0x00000001d5a5230c __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2001)
32 CoreFoundation 0x00000001d59d61d0 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2038)
33 CoreFoundation 0x00000001d59ebb8c __CFRunLoopRun + 836 (CFRunLoop.c:2953)
34 CoreFoundation 0x00000001d59f0ec0 CFRunLoopRunSpecific + 612 (CFRunLoop.c:3418)
35 GraphicsServices 0x000000020fa47368 GSEventRunModal + 164 (GSEvent.c:2196)
36 UIKitCore 0x00000001d7ee686c -[UIApplication _run] + 888 (UIApplication.m:3754)
37 UIKitCore 0x00000001d7ee64d0 UIApplicationMain + 340 (UIApplication.m:5344)
38 UnityFramework 0x000000010ac12d3c -[UnityFramework runUIApplicationMainWithArgc:argv:] + 92 (main.mm:96)
For me disabling Multithreaded renderer helps. But its not a long term solution, ofc.
1 Like
aimatme
February 22, 2023, 11:45am
11
Unity3d 2022.2.7f1, URP 14.0.6, iOS crashes on
ScriptableDrawRenderers.cpp:847:1 EXC_BAD_ACCESS
I guess that crash in connected with my specific urp usage (vfxs), but in unity3d 2022.1.24f1 everything is OK
Android build is also OK, my problem is iOS-only
I am getting this crash too - anyone have any info?
Some details:
Crashes almost instantly on iOS: iPhone 8, iPhone 12, iPad Pro (2018)
I have a fullscreen renderer pass doing some colour grading with a shader made in shadergraph.
I get the same crash as people have listed here. Had no problems on 2021, just occured when I upgraded, but I can’t go back now.
Still crashes with Unity 2022.2.9f1, Unity 2023.1.0b6. Also Mac Editor crashes too.
Saved my build! Thanks! For me, it’s a great temporary solution!
UPD, I was too fast… still crashes…
Seromu
April 6, 2023, 6:54am
15
Smae Issue. Unity 2022.2.13f1. iOS 16.
ScriptableRendererLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)
1 Like
Same issue. Unity 2023.1.16fi ios 17.
Turning off multithreaded rendering instantly crashes my game on opening.