strich
August 25, 2014, 4:32am
1
After upgrading to Unity3D 4.6.0b17 our OSX x64 builds no longer load and cause a pretty bad looking crash. Both release and development builds fail. See below for a log of a development build.
Anyone else getting the same issue?
Initialize engine version: 4.6.0b17 (2d43734a3870)
GfxDevice: creating device client; threaded=1
LoadSystemBundle - Could not create bundle URL for framework âOpenGL.frameworkâ
OpenGL:
Version: OpenGL 2.1 [2.1 NVIDIA-8.26.21 310.40.35f08]
Renderer: NVIDIA GeForce GT 750M OpenGL Engine
Vendor: NVIDIA Corporation
VRAM: 2048 MB
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL: Detected 63972112 MB VRAM
Default GameObject BitMask: UI already registered
(Filename: /Applications/buildAgent/work/d63dfc6385190b60/Runtime/BaseClasses/Tags.cpp Line: 168)
Begin MonoManager ReloadAssembly
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-UnityScript.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/SteamworksManaged.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/SteamworksManaged.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Drawing.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Drawing.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Windows.Forms.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Windows.Forms.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/CoherentUIMobileNet.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/CoherentUIMobileNet.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/CoherentUINet.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/CoherentUINet.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/ES2.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/ES2.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Mono.Nat.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/Mono.Nat.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/MoodkieSecurity.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/MoodkieSecurity.dll into Unity Child Domain
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/uLink.dll (this message is harmless)
Loading /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/uLink.dll into Unity Child Domain
Completed reload, in 0.043 seconds
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.dll (this message is harmless)
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/System.Xml.dll (this message is harmless)
Receiving unhandled NULL exception
Obtained 18 stack frames.
#0 0x007fff815c2e69 in _platform_bzero$VARIANT$Unknown
#1 0x00000101ba0434 in mono_class_setup_vtable_general
#2 0x00000101b9ef08 in mono_class_setup_vtable
#3 0x00000101b9e22a in mono_class_init
#4 0x00000101b9df22 in mono_class_init
#5 0x00000101b9df86 in mono_class_init
#6 0x00000101ba586c in mono_class_is_subclass_of
#7 0x0000010032101e in scripting_class_is_subclass_of(MonoClass*, MonoClass*)
#8 0x0000010042bf85 in FindOrCreateMonoScriptCache(MonoClass*, InitScriptingCacheType, Object*)
#9 0x00000100429772 in MonoScript::RebuildFromAwake()
#10 0x00000100478bc9 in PersistentManager::LoadFileCompletelyThreaded(std::string const&, int*, int*, int, bool, LoadProgress*)
#11 0x000001003ca20e in PreloadLevelOperation::Perform()
#12 0x000001003c977e in PreloadManager::Run()
#13 0x000001003c95d2 in PreloadManager::Run(void*)
#14 0x000001004a7cfa in Thread::RunThreadWrapper(void*)
#15 0x007fff8a9bb899 in _pthread_body
#16 0x007fff8a9bb72a in _pthread_struct_init
#17 0x007fff8a9bffc9 in thread_start
Symbol file LoadedFromMemory doesnât match image /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.dll
Symbol file /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.dll.mdb doesnât match image /Users/Josh/Library/Application Support/Steam/SteamApps/common/War For The Overworld/WFTO.app/Contents/Data/Managed/UnityEngine.dll
Tim-C
August 25, 2014, 4:44am
2
Can you please log a bug with repro project.
strich
August 25, 2014, 4:49am
3
I intend to try. However I fear how long itâll take for me to cut up our project into a reasonable size for you and still have a reproducible bug.
Would you like me to post the bug report number here too or shall we let it go through the QA team?
Tim-C
August 25, 2014, 5:01am
4
Post it here. Looking at the logs I canât see anything obvious so I unfortunately would need to get it to happen locally to fix
strich
August 25, 2014, 6:14am
5
I have submitted a bug report here: http://fogbugz.unity3d.com/default.asp?628554_adj40gt3oqaao356
I attached an archive of our project vastly cut down. I confirmed the bug is still present. Email me if you require anything else.
1 Like
v0_id
August 26, 2014, 1:36pm
6
Hello Tim C,
Iâm a mate of strich and I can add something to this matter.
For a user trying to run our OSX build an OSX crashreport was generated as well.
This crashreport I attach to this post.
Thank you for taking a look!
1750134â110591âOSXbugreport.txt (77 KB)
Iâm having (apparently) the same problem on Linux with Unity 4.5+ (log attached). When using 4.3.4 the crash goes away. Iâm happy to provide additional logs (strace, library info, you name it) if itâs helpful.
1760939â111515âwfto-debug.txt (13.9 KB)
strich
September 4, 2014, 12:29am
8
Hey Tim. Wondering what the status is of this bug at the moment? Have your team had a chance to review and independently confirm it on your end?
Tim-C
September 4, 2014, 6:27am
9
Not yet, itâs still making itâs way through the QA process I would guess. As the beta is open we are getting flooded with bug reports (many of them dupes) and itâs taking us a lot of time to process them all.
2 Likes
strich
September 4, 2014, 6:31am
10
No worries Tim. Its great to hear from you guys even if its âNo commentâ. Thanks for the update.
dgerb
September 11, 2014, 6:04am
11
Hey guys,
I donât know if this helps at all, but I encountered this problem when upgrading to Photon. I ran the Photon conversion wizard, and on the first build after fixing all the bugs, I got a crash with this âSymbol file LoadedFromMemory doesnât match imageâ error. This specifically happens when I try to connect to Photon using PhotonNetwork.ConnectUsingSettings ()
v0_id
September 11, 2014, 5:32pm
12
Hey dgerb,
we are not using Photon but uLink. Thanks for the hint anyway.
We can not use any Unity version 4.5+ to build for OSX & Linux until it is fixed.
Iâm looking forward to an update on this matter.
Thank you
strich
October 2, 2014, 1:25pm
13
Hey @Tim-C - Any updates on this one?
Cheers.
Iâm getting this crash on x64 and universal builds as well with version 4.6.0b20. I think itâs the same issue:
Initialize engine version: 4.6.0b20 (a3ecf55f1347)
GfxDevice: creating device client; threaded=1
LoadSystemBundle - Could not create bundle URL for framework âOpenGL.frameworkâ
OpenGL:
Version: OpenGL 2.1 [2.1 INTEL-8.28.32]
Renderer: Intel Iris Pro OpenGL Engine
Vendor: Intel Inc.
VRAM: 1536 MB
(âŚ)
(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Symbol file LoadedFromMemory doesnât match image /Contents/Data/Managed/UnityEngine.dll
Symbol file /Contents/Data/Managed/UnityEngine.dll.mdb doesnât match image Contents/Data/Managed/UnityEngine.dll
Assertion at mini-exceptions.c:458, condition `classâ not met
Receiving unhandled NULL exception
Receiving unhandled NULL exception
strich
October 15, 2014, 3:17am
15
@lemon-tree do you think you could estimate for us how big your asset DB is? Some of us believe it may be a crash in relation to the size of or number of assets in the project.
The entire Assets/ folder is only about 15MB, so it should be pretty small (itâs just a handful of 2D spritesheets). After the app starts, it procedurally generates some fairly big textures in a background thread. I just did a test build without the background thread generation and the app did not crash, so I will poke around some more and try and figure out exactly where the problem is.
strich
October 15, 2014, 4:54am
17
Please do. If you could find the root cause to the best of your ability that would be amazing. Our game has been unable to run on Linux or OSX for about 3 months now because or this or some similar issue.
Unfortunately, Iâm not any closer to figuring it out now. If I run the app in debug mode, sometimes when my background thread crashes Iâll get a console popup with a stack trace, but itâs never anything that makes sense to me. At first it was always getting NULL references on things like .Clear()ing a generic list that should definitely be initialized, so I thought there might be something up with LINQ. I converted all my Lists to native arrays, but then it just started crashing in other weird places, for example:
if (ti < 0 || ti >= tiles.length)
return null;
if (!tiles[ti])
tiles[ti] = new Tile(tileSize); // array index out of bounds
And this:
function SetStatus(_status : int) {
status = _status;
}
// later, from my background thread...
SetStatus(STATUS_PAINTING); // NULL reference
This never happens when running in the editor, when using the profiler, when using the 32 bit build, or when running the same code in a foreground thread. In the 64 bit version it crashes every time.
strich
October 16, 2014, 1:11am
19
Ah. Then I donât think we have the same issue. This thread is with regards to a null ref that occurs before it even enters our own code.
Thatâs definitely possible. Itâs finicky though, if I run the app normally it crashes/beach balls at the black screen right after the Unity logo fades out. If I lower the resolution or put in a delay before my memory-intensive thread starts, it draws the game for a bit and then the background thread crashes silently while the main thread keeps going (thatâs how Iâve been testing). I donât know if itâs the same issue as you, but it does seem to be a 64 bit-only problem with similar error messages.