block_remove()
tlsf_free()
DynamicHeapAllocator::Deallocate(void *)
DualThreadAllocator<class DynamicHeapAllocator>::TryDeallocate(void *)
MemoryManager::Deallocate(void *,struct MemLabelId,char const *,int)
MemoryManager::Deallocate(void *,struct MemLabelId,char const *,int)
DestroyCullingOutput(struct CullingOutput &)
CullResults::~CullResults(void)
ScriptableRenderContext::~ScriptableRenderContext(void)
RenderManager::RenderCamerasWithScriptableRenderLoop(int)
RenderManager::RenderCameras(int,void (*)(void),void (*)(void))
PlayerRender(bool)
ExecutePlayerLoop(struct NativePlayerLoopSystem *)
ExecutePlayerLoop(struct NativePlayerLoopSystem *)
PlayerLoop(void)
PerformMainLoop()
MainMessageLoop()
UnityMainImpl(struct HINSTANCE__ *,struct HINSTANCE__ *,wchar_t *,int)
UnityMain()
Hi,I am using Unity 2022.3.51f
Entities :1.3.5
Entities :Graphics 1.3.2
Burst :1.8.18
OS: Windows 10 x64
After running the game for 1+ hours , it randomly crashes when allocating new memory in the rendering stack. I’m not sure if we are violating any DOTS specifications, causing memory overflows and corrupting the allocated memory block. Releasing the corrupted memory again leads to the crash. Or Just OutOfMemory Error.