iOS Build does not work - crash during build - project Library corrupt after that

It worked till yesterday - now building is broken.
This is the ending of the Log. It says something about Standard Shader.
After the crash Library is corrupt. Scene does not open anymore.


Compressing…
Saved texture to Temp/f2386319720e04a13a9216a538122a2e-res.pvr
Compressing…
Saved texture to Temp/c4cfd332520dd41fd95ade5171043879-res.pvr
Compressing…
Saved texture to Temp/9dd93093d35c941ce876fae9d313fa7a-res.pvr
done. [Time: 2178.014648 ms]
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 152.5 MB.
System memory in use after: 152.7 MB.

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3875.
Total: 4.172441 ms (FindLiveObjects: 0.227471 ms CreateObjectMapping: 0.032985 ms MarkObjects: 3.906403 ms DeleteObjects: 0.004898 ms)

Refreshing native plugins compatible for Editor in 0.13 ms, found 0 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.

----- Total AssetImport time: 874.857727s, AssetImport time: 871.824036s, Asset hashing: 2.030785s [1.57 GB, 793.416016 mb/s]

Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll’ because we’re compiling for Editor
Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll’ because we’re compiling for Editor
Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll’ because we’re compiling for Editor
Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll’ because we’re compiling for Editor
Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll’ because we’re compiling for Editor
Ignoring ‘/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll’ because we’re compiling for Editor

  • starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 9
  • starting compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll, for buildtarget 9

*** Completed ‘Build.SwitchBuildTargetEmulation.iOSSupport’ in 875 seconds (875063 ms)

Warning: Shader ‘Standard’ exceeds the number of texture image units, marking as unsupported.
Warning: Shader ‘Standard’ exceeds the number of texture image units, marking as unsupported.
afterDecrement >= 0

(Filename: ./Runtime/Threads/AtomicRefCounter.h Line: 25)

Unity(44504,0x70000a30a000) malloc: *** error for object 0x129490580: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug

Native stacktrace:

0 libsystem_kernel.dylib 0x00007fff97893f06 __pthread_kill + 10
1 libsystem_c.dylib 0x00007fff8da216e7 abort + 129
2 libsystem_malloc.dylib 0x00007fff8d80e041 szone_size + 0
3 Unity 0x0000000102687b7b _ZN13GfxDeviceGLES17DestroyGpuProgramEPK10GpuProgram + 27
4 Unity 0x00000001025f9951 _ZN15GfxDeviceWorker10RunCommandER20ThreadedStreamBuffer + 24673
5 Unity 0x00000001025fb34f _ZN15GfxDeviceWorker3RunEv + 31
6 Unity 0x00000001025f376f _ZN15GfxDeviceWorker18RunGfxDeviceWorkerEPv + 79
7 Unity 0x00000001012dd6cc _ZN6Thread16RunThreadWrapperEPv + 60
8 libsystem_pthread.dylib 0x00007fff897f699d _pthread_body + 131
9 libsystem_pthread.dylib 0x00007fff897f691a _pthread_body + 0
10 libsystem_pthread.dylib 0x00007fff897f4351 thread_start + 13

Debug info from gdb:

=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.

The process has forked and you cannot use this CoreFoundation functionality safely. You MUST exec().
Break on THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONALITY___YOU_MUST_EXEC() to debug.
The process has forked and you cannot use this CoreFoundation functionality safely. You MUST exec().
Break on THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONALITY___YOU_MUST_EXEC() to debug.

Which beta version? Do you have a bug report # to share?

Version 5.40b17. It also happend in b16.
There is no bug report. I have to get done with my project somewhen :wink:

Anyhow, I somehow managed to build it again by exporting - importing - removing stuff - wait 15min for the crash to come - do it again. :frowning:
Took me 6 hrs. Now, when it crashes during opening the project, I rename the last scene, open again, select a simple scene then select the more complex scene. Then it works.
But that´s a different story - I guess.

Conclusion: I assume it was some old shaders from a 3rd party package, that caused the compile error.