Problem with DLLs causing crash

I’m currently using Beta 13, on Windows 7. I’m attempting to utilize the new Unity UI system. It seems the crash may be at least related to initializing a new UI via C#.

In my editor log I get the errors ‘The specified module could not be found.’ and ‘A dynamic link library (DLL) initialization routine failed.’. This is what caused me to believe it’s something related to a DLL.

Here’s a copy of the Editor.log directly after the crash:

You’ll see the crash trace at the bottom. Does anyone have any ideas what may be going wrong? I’ve disabled all scripts that would use plugins in the scene and it’s still happening, so it may be a builtin DLL.

Weird, I’m also getting an error message when I click on any plugin to view in the inspector:

Followed by this:

I’ve completely reimported each plugin and still get the same error messages.

EDIT:
The above error seems to be a weird issue with paths. When I place the plugin in “Assets/Plugins/x86_64” I get the above error. But if I move the plugin to “Assets/Plugins” I get no error. I’m going to try moving all my plugins to utilize this and see how it helps with the initial error.

Aha, I solved it! Turns out it was due to something with the path location of the plugins. I moved all my plugins to just be in “Assets/Plugins” and assigned them the correct CPU types and everything works significantly better now.

Well, this solved it for about a day. Unity just randomly started crashing again with the same DLL error. I have no clue what’s going wrong now.

I think this is fixed in upcoming 5.0b14, but just to be sure, send a bug report with simple repro.

Also, you could try deleting *.meta data file next to the plugin, this way the settings for plugin will be resetted, at least that way you won’t get a crash.

Do all the native plugins need to be in Assets/Plugins? Our 3rd party native plugins import to Assets/ThirdPartyCompanyName/Scripts and Assets/ThirdPartyCompanyName/Scripts/Editor.

No, starting from 5.0, you can place them anywhere you want, the same goes for managed plugins.

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