Hello,
I’m encountering a rare and random crash in the Entities Graphics systems in build. The crash occurs when jobs are invoking Unity.Entities.ArchetypeChunk.GetNativeArray. It seems to be most frequent in RenderBoundsUpdateSystem, but I’ve also observed it in MatrixPreviousInitializationSystem and within the FrustrumCullingJob.
This issue can arise anywhere from 5 minutes to 5 hours into a session. Interestingly, it doesn’t affect all configurations. For instance, I’ve never experienced the crash on my PC, but other members of our dev team have. Moreover, the crash is not reproducible in the Unity editor.
Our game has a highly procedural nature, leading to frequent changes in rendering. Despite attempting to stress various parts of the game, I haven’t been able to trigger the crash reliably.
I’ve reproduced the issue on Unity versions 2022.3.33f1 and 2022.3.39f1, using Entities 1.2.4 and 1.3.0-pre.4. Unfortunately, I can’t test it on higher LTS versions due to ECSB-1283.
Given the rare nature of this crash, I’m unsure whether to submit a bug report.
My questions are:
- Are there any known bad practices that could potentially corrupt entities archetypes or job scheduling in this manner?
- Has anyone else encountered similar issues, or does anyone have suggestions for further debugging steps?
Any insights would be greatly appreciated. Thank you!
PS: I’ve added screenshots of a few call stacks extracted from crash dump:


