Native Crash 'uknown'

I’ve spent five hours trying to fix this and I’ve had no luck. I’m getting a native crash report with unknown, I’ll post the editor.log a bit further below, but let me give some context as to what happened and what I’ve done so far to try and fix it.

Closed down Unity for the day, being done with work. Didn’t do much on it, just implementing some particles and a basic death system for entities. I turn off my PC and then start it up against about ten or so hours later and suddenly I get a firewall pop-up mid launching the project (which I click allow) and after the project launches the editor immediately freezes and closes down, citing no solution for the error.

I first tried clearing all my %appdata% unity files and the problem persisted. No option to enter safemode was present when launching the project. I downgraded the project to an earlier version of the editor and could now enter safemode but was given compile errors which were things related to runtime/XR/XRPass and often were things that did not exist in the current context or did not contain a definition. I had never touched these XR scripts, but one compile error I had was related to Cinemachine in a script I did make. Entering it I found that the Using Cinemachine was showing up as an error, citing that ‘type or namespace ‘Cinemachine’ could not be found’. This was odd to me as I had not made any changes to anything regarding Cinemachine in my project.

I proceeded to update every package I was using, and switched back to Visual Studio from Visual Studio Code, as I had made that change fairly recently. The problem persisted, crashing again upon loading the project unless I entered safe mode. After checking the Editor log I noticed this at the top, and started to think it might be relating to the license.

[LicensingClient] Error: Code 10 while verifying Licensing Client signature (process Id: 11632, path: "D:/Program Files/Unity Hub/UnityLicensingClient_V1/Unity.Licensing.Client.exe")
[Licensing::Module] Error: LicensingClient has failed validation
[Licensing::Module] Channel doesn't exist: "LicenseClient-Name-2020.3.13"
[Licensing::Module] Successfully launched the LicensingClient (PId: 14036)
[Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-Name-2020.3.13" (connect: 0.56s, validation: 0.06s, handshake: 0.78s)
[Licensing::Module] Connected to LicensingClient (PId: 14036, launch time: 0.00, total connection time: 1.40s)
Entitlement-based licensing initiated
[LicensingClient] Licenses updated successfully

At this point I reinstalled all of Unity with a clean wipe of %appdata% once more and the hidden license file in ProgramData. When attempting to launch the project in this fresh install the firewall popup appeared again mid-build and I allowed it. The problem persisted and the Editor crashed after loading the project. I upgraded the project version once more and safe mode was no longer an option, prompting me to think that Unity was not actually picking up any compile errors at all, and that something else must be causing the crash. I started to suspect the firewall, so I did a clean reinstall once again and disabled my firewall this time so I wouldn’t get the popup. The problem persisted.

So now I’m here, looking at the Editor.log without any idea what this Unknown means. Here it is.

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

=================================================================
    Managed Stacktrace:
=================================================================
      at <unknown> <0xffffffff>
      at UnityEngineInternal.Input.NativeInputSystem:IOCTL <0x000a2>
      at UnityEngine.InputSystem.LowLevel.NativeInputRuntime:smile:eviceCommand <0x00042>
      at UnityEngine.InputSystem.InputDevice:ExecuteCommand <0x0003d>
      at UnityEngine.InputSystem.InputDevice:ExecuteCommand <0x00272>
      at UnityEngine.InputSystem.InputDevice:RequestSync <0x00052>
      at UnityEngine.InputSystem.InputManager:AddDevice <0x00722>
      at UnityEngine.InputSystem.InputManager:AddDevice <0x0040a>
      at UnityEngine.InputSystem.InputManager:AddDevice <0x002ea>
      at UnityEngine.InputSystem.InputManager:OnNativeDeviceDiscovered <0x004ba>
      at UnityEngineInternal.Input.NativeInputSystem:NotifyDeviceDiscovered <0x00045>
      at <Module>:runtime_invoke_void_int_object <0x0008e>
=================================================================
Received signal SIGSEGV
Obtained 30 stack frames
0x00007ff620af6c20 (Unity) InputDeviceIOCTL
0x00007ff61fa8a04e (Unity) NativeInputSystem_CUSTOM_IOCTL
0x000001c8fec9fbf3 (Mono JIT Code) (wrapper managed-to-native) UnityEngineInternal.Input.NativeInputSystem:IOCTL (int,int,intptr,int)
0x000001c8fec9fac3 (Mono JIT Code) [NativeInputRuntime.cs:46] UnityEngine.InputSystem.LowLevel.NativeInputRuntime:smile:eviceCommand (int,UnityEngine.InputSystem.LowLevel.InputDeviceCommand*)
0x000001c8fec9fa5e (Mono JIT Code) [InputDevice.cs:581] UnityEngine.InputSystem.InputDevice:ExecuteCommand (UnityEngine.InputSystem.LowLevel.InputDeviceCommand*)
0x000001c8fec8fef3 (Mono JIT Code) [InputDevice.cs:576] UnityEngine.InputSystem.InputDevice:ExecuteCommand<UnityEngine.InputSystem.LowLevel.RequestSyncCommand> (UnityEngine.InputSystem.LowLevel.RequestSyncCommand&)
0x000001c8fec9fd13 (Mono JIT Code) [InputDevice.cs:840] UnityEngine.InputSystem.InputDevice:RequestSync ()
0x000001c8fec9a953 (Mono JIT Code) [InputManager.cs:1175] UnityEngine.InputSystem.InputManager:AddDevice (UnityEngine.InputSystem.InputDevice)
0x000001c8fec5b31b (Mono JIT Code) [InputManager.cs:1067] UnityEngine.InputSystem.InputManager:AddDevice (UnityEngine.InputSystem.Utilities.InternedString,int,string,UnityEngine.InputSystem.Layouts.InputDeviceDescription,UnityEngine.InputSystem.InputDevice/DeviceFlags,UnityEngine.InputSystem.Utilities.InternedString)
0x000001c8fec5683b (Mono JIT Code) [InputManager.cs:1209] UnityEngine.InputSystem.InputManager:AddDevice (UnityEngine.InputSystem.Layouts.InputDeviceDescription,bool,string,int,UnityEngine.InputSystem.InputDevice/DeviceFlags)
0x000001c8fec5599b (Mono JIT Code) [InputManager.cs:2464] UnityEngine.InputSystem.InputManager:OnNativeDeviceDiscovered (int,string)
0x000001c8fec55376 (Mono JIT Code) UnityEngineInternal.Input.NativeInputSystem:NotifyDeviceDiscovered (int,string)
0x000001c8fec5541f (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_object (object,intptr,intptr,intptr)
0x00007ffa1625e0a4 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
0x00007ffa1619e744 (mono-2.0-bdwgc) [object.c:3066] do_runtime_invoke
0x00007ffa1619e8dc (mono-2.0-bdwgc) [object.c:3113] mono_runtime_invoke
0x00007ff62065f454 (Unity) scripting_method_invoke
0x00007ff62065a074 (Unity) ScriptingInvocation::Invoke
0x00007ff620653995 (Unity) ScriptingInvocation::Invoke<void>
0x00007ff62079865b (Unity) Scripting::UnityEngineInternal::Input::NativeInputSystemProxy::NotifyDeviceDiscovered
0x00007ff620af7b97 (Unity) SendDeviceDiscoveriesToScript
0x00007ff620af6e07 (Unity) InputUpdate
0x00007ff620af68e9 (Unity) `InternalInitializeModule_Input'::`2'::editorBeforeUpdateRegistrator::Forward
0x00007ff61f9c38d9 (Unity) CallbackArray::Invoke
0x00007ff621265a26 (Unity) Application::TickTimer
0x00007ff6216ae10a (Unity) MainMessageLoop
0x00007ff6216b29db (Unity) WinMain
0x00007ff6229d427e (Unity) __scrt_common_main_seh
0x00007ffa92dc7034 (KERNEL32) BaseThreadInitThunk
0x00007ffa93882651 (ntdll) RtlUserThreadStart

database is locked
database is locked

If anyone has any idea what this could be please let me know, as this is potentially losing me almost a years worth of work for seemingly no reason, as all I did for this issue to present itself in the first place was… Restart my PC ten hours later and launch unity again, as I often did.

If any further information regarding the Editor.log is required please let me know.

Update: I was able to manually enter safe mode via introducing a deliberate error in one of my scripts. When loading the project in safe mode using the latest version no compile errors asides from the one I introduced appeared. I think that might rule out the issue being related to any actual scripts.

Also getting this randomly while trying to build for Android target, but with a different Managed Stacktrace output in Editor.log which is completely useless. Using Unity 2021.3.8f1. If I relaunch Unity and build again it sometimes goes away. I submitted a bug report (CASE IN-13101) but since Unity moved to JIRA I no longer have access to respond to the emails (cqa-jira@unity3d.com - replies go into the trash bin apparently), nor make comments in JIRA :frowning: I’ve gotten a number of replies “hello can you send an updated project?”) but I can’t reply or log in to JIRA. So much for submitting bug reports… my last 4 bug reports have this, and nobody over there is listening. I was already getting tired of doing the QA legwork to try to fix bugs that should be handled by internal testing… this just makes me not to want to even try anymore.

=================================================================
    Managed Stacktrace:
=================================================================
      at <unknown> <0xffffffff>
      at UnityEditor.Build.Content.BuildUsageCache:Internal_Destroy <0x000e0>
      at UnityEditor.Build.Content.BuildUsageCache:smile:ispose <0x00122>
      at UnityEditor.Build.Content.BuildUsageCache:Finalize <0x000a0>
      at System.Object:runtime_invoke_virtual_void__this__ <0x0018b>
=================================================================