Resuming game crashes on UnityPlayer.dll ResolveFallback

Hello,

Since Unity WP/W8 devs seem very active on these forums, I thought I’d check first if this is on your radar. My game is working correctly on other platforms (iOS, Android, OS X) but on WP8 it does launch correctly, though when I go back to the home screen (hitting the Windows button) and then try to go back to the game and resume it (Back button), it crashes before displaying anything.

It doesn’t seem my managed code gets hit anytime: setting a breakpoint on “OnApplicationPause” do get called when the app is suspended but not before it crashes on resume.

The Unity log file on the device doesn’t point to anything. Though the stack trace resolve to UnityPlayer.dll and specifically the ResolveFallback method. I may have issues with incorrect fallbacks on shaders though it hasn’t crashed any device on other platforms so I guess there may be a bug somewhere.

Let me know if this has been reported or if you need a repro project, or if I’m at fault here and should check my shaders for errors. Here’s the stack trace below:

>	UnityPlayer.dll!ShaderLab::IntShader::ResolveFallback(std::vector<PPtr<Shader>,std::allocator<PPtr<Shader> > >  dependenciesTable, bool useDependenciesTable) Line 235	C++
 	UnityPlayer.dll!ShaderLab::IntShader::CreateFromParsedShader(const ShaderLab::ParserShader  parsed, std::vector<PPtr<Shader>,std::allocator<PPtr<Shader> > >  dependenciesTable, bool useDependenciesTable, ShaderErrors  outErrors) Line 122	C++
 	UnityPlayer.dll!ShaderFromParseShader(const ShaderLab::ParserShader * parsed, std::vector<PPtr<Shader>,std::allocator<PPtr<Shader> > >  dependenciesTable, bool useDependenciesTable, ShaderErrors  outErrors) Line 621	C++
 	UnityPlayer.dll!ParseShader(const char * shader, unsigned int shaderLength, std::vector<PPtr<Shader>,std::allocator<PPtr<Shader> > >  dependenciesTable, bool useDependenciesTable, ShaderLab::ParserShader * * outParsedForm, ShaderErrors  outErrors, GfxDeviceRenderer renderer) Line 668	C++
 	UnityPlayer.dll!Shader::Parse(const char * str, unsigned int strLength) Line 478	C++
 	UnityPlayer.dll!Shader::RecreateAllShaders(const std::vector<long,std::allocator<long> >  shaderObjects) Line 721	C++
 	UnityPlayer.dll!LoadAllShaders() Line 57	C++
 	UnityPlayer.dll!RecreateAllGfxDeviceResources() Line 209	C++
 	UnityPlayer.dll!UpdateD3D11Device(ID3D11Device1 * device, ID3D11DeviceContext1 * deviceContext, ID3D11RenderTargetView * renderTargetView, int  width, int  height) Line 80	C++
 	UnityPlayer.dll!UnityPlayer::UnityApp::smile:rawImpl(ID3D11Device1 * device, ID3D11DeviceContext1 * deviceContext, ID3D11RenderTargetView * renderTargetView) Line 689	C++
 	UnityPlayer.dll!UnityPlayer::UnityApp::Run() Line 406	C++
 	UnityPlayer.dll!UnityPlayer::UnityApp::Run(void * parameter) Line 367	C++
 	UnityPlayer.dll!<lambda_14163fd8e7b3473ba35abd0bcfa8d126>::operator()(Windows::Foundation::IAsyncAction ^ __formal) Line 272	C++
 	UnityPlayer.dll!Windows::System::Threading::WorkItemHandler::[Windows::System::Threading::WorkItemHandler::__abi_IDelegate]::__abi_Windows_System_Threading_WorkItemHandler___abi_IDelegate____abi_Invoke(Windows::Foundation::IAsyncAction ^ __param0)	C++
 	THREADPOOLWINRT.DLL!70374d96()	Unknown
 	THREADPOOLWINRT.DLL!70374e62()	Unknown
 	NTDLL.DLL!77d8434a()	Unknown

Thanks for bringing it up. Could you file a bug report, though? :slight_smile:

I pinpointed the issue to the Antialiasing PostFX Standard Asset which I added to my main camera but is not enabled on mobile devices.

I made a repro Unity project and submitted a bug report: Bug Case 567094

I might be able to work around this issue by adding some conditional preproccesor stuff or adding the Antialiasing component during runtime instead of having it always there.

EDIT: By the way, I can’t make the damn Bug Reporter work… never worked for me on Windows! Not sure if it’s related but I also can’t import anything from Asset Store due to diacritics in my Windows username… I need to move the files to some upper folder with no diacritics. Bug Reporter may have the same issue? So I went through with an e-mail.

Thanks for the bug report.

I’ve no idea why bugreporter doesn’t work for you, though.