Strange crash that only happens in build. Possibly alignment related.

Hello there.

I found today that I’m getting a crash that only happens when making a Standalone build. I’ve not been getting any errors at all whilst running in the editor. This is a NetCode project, and interestingly, when the Editor is acting as the server locally the issue doesn’t happen in the Client Standalone build ether. The issue only crashes the Client when connecting to a built Standalone Server.

I traced the issue back to a change in the following component.

public struct AvatarStateComponent : IComponentData
{
    [GhostField] public CharacterState state; // enum
    [GhostField] public float pitch;
    [GhostField] public float yaw;
    [GhostField] public byte movementDir;
    [GhostField] public bool grounded;
    [GhostField] public float moveSpeed; // NEWLY ADDED VARIABLE
}

The crash started happening when the “float moveSpeed” var was added to the bottom of this struct.

The crash would occur right as the Client connected to the Server. This is the log from the Client as it crashed :
Client Crash log

Mono path[0] = ‘C:/Builds/Client/ProjectName_data/Managed’
Mono config path = ‘C:/Builds/Client/MonoBleedingEdge/etc’
PlayerConnection initialized from C:/Builds/Client/ProjectName_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55189
Multi-casting “[IP] 192.168.0.112 [Port] 55189 [Flags] 2 [Guid] 440016641 [EditorId] 681982728 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-U5GU4IR) [Debug] 0 [PackageName] WindowsPlayer [ProjectName] ProjectName” to [225.0.0.222:54997]…
Started listening to [0.0.0.0:55189]
PlayerConnection already initialized - listening to [0.0.0.0:55189]
Initialize engine version: 2020.3.14f1 (d0d1bb862f9d)
[Subsystems] Discovering subsystems at path C:/Builds/Client/ProjectName_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3080 Ti (ID=0x2208)
Vendor:
VRAM: 12108 MB
Driver: 30.0.14.9613
Begin MonoManager ReloadAssembly

  • Completed reload, in 1.261 seconds
    D3D11 device created for Microsoft Media Foundation video decoding.
    Initializing input.

Input initialized.

Initialized touch support.

UnloadTime: 0.597700 ms
Running ClientInitialisationSystem
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ClientInitialisationSystem:OnCreate () (at C:/NMR/ProjectName/Assets/Scripts/Systems/Initialisation/ClientInitialisationSystem.cs:21)
Unity.Entities.ComponentSystemBase:CreateInstance (Unity.Entities.World,Unity.Entities.SystemState*) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemBase.cs:121)
Unity.Entities.World:AddSystem_OnCreate_Internal (Unity.Entities.ComponentSystemBase) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/World.cs:275)
Unity.Entities.World:GetOrCreateSystemsAndLogException (System.Collections.Generic.IEnumerable`1<System.Type>,int) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/World.cs:470)
Unity.Entities.World:GetOrCreateSystemsAndLogException (System.Type[ ]) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/World.cs:491)
Unity.NetCode.ClientServerBootstrap:CreateClientWorld (Unity.Entities.World,string,Unity.Entities.World) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/ClientServerWorld/ClientServerBootstrap.cs:116)
Unity.NetCode.ClientServerBootstrap:Initialize (string) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/ClientServerWorld/ClientServerBootstrap.cs:55)
Unity.Entities.DefaultWorldInitialization:Initialize (string,bool) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/DefaultWorldInitialization.cs:114)
Unity.Entities.AutomaticWorldBootstrap:Initialize () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs:16)

(Filename: C:/NMR/ProjectName/Assets/Scripts/Systems/Initialisation/ClientInitialisationSystem.cs Line: 21)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Awake from the start screen.
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
StartScreen:Awake () (at C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs:23)

(Filename: C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs Line: 23)

UnloadTime: 6.205100 ms
System memory in use before: 94.0 MB.
System memory in use after: 94.0 MB.

Unloading 40 unused Assets to reduce memory usage. Loaded Objects now: 2380.
Total: 1.289700 ms (FindLiveObjects: 0.088600 ms CreateObjectMapping: 0.038300 ms MarkObjects: 1.039000 ms DeleteObjects: 0.123400 ms)

Hybrid Renderer V2 active, MaterialProperty component type count 53 / 128
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Unity.Rendering.HybridRendererSystem:OnFirstFrame () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.rendering.hybrid@0.11.0-preview.44/Unity.Rendering.Hybrid/HybridV2RenderSystem.cs:2024)
Unity.Rendering.HybridRendererSystem:UpdateHybridV2Batches (Unity.Jobs.JobHandle) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.rendering.hybrid@0.11.0-preview.44/Unity.Rendering.Hybrid/HybridV2RenderSystem.cs:1996)
Unity.Rendering.HybridRendererSystem:OnUpdate (Unity.Jobs.JobHandle) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.rendering.hybrid@0.11.0-preview.44/Unity.Rendering.Hybrid/HybridV2RenderSystem.cs:2042)
Unity.Entities.JobComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/JobComponentSystem.cs:131)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.NetCode.ClientPresentationSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/ClientServerWorld/ClientPresentationSystemGroup.cs:22)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ScriptBehaviourUpdateOrder.cs:333)

(Filename: C:/NMR/ProjectName/Library/PackageCache/com.unity.rendering.hybrid@0.11.0-preview.44/Unity.Rendering.Hybrid/HybridV2RenderSystem.cs Line: 2024)

Awake from the start screen.
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
StartScreen:Awake () (at C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs:23)

(Filename: C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs Line: 23)

Streamed scene with 32ms latency from C:/Builds/Client/ProjectName_Data/StreamingAssets/SubScenes/9b7556a42076da541b9eb5cd3793fd5a.0.entities
Streamed scene with 510ms latency from C:/Builds/Client/ProjectName_Data/StreamingAssets/SubScenes/39358bfdf2033ec48a0754ef05d04081.0.entities
Trying to connect to localhost
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
StartScreen:ConnectToLocalHost () (at C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs:38)
UnityEngine.Events.InvokableCall:Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:180)
UnityEngine.Events.UnityEvent:Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58)
UnityEngine.UI.Button:Press () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents:Execute<UnityEngine.EventSystems.IPointerClickHandler> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<UnityEngine.EventSystems.IPointerClickHandler>) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:262)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse (UnityEngine.EventSystems.PointerEventData,UnityEngine.GameObject) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:187)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:642)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent (int) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:548)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:528)
UnityEngine.EventSystems.StandaloneInputModule:Process () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:282)
UnityEngine.EventSystems.EventSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385)

(Filename: C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs Line: 38)

Connecting to lobby.
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ClientInitialisationSystem:ConnectToLobby (string) (at C:/NMR/ProjectName/Assets/Scripts/Systems/Initialisation/ClientInitialisationSystem.cs:56)
StartScreen:ConnectToLocalHost () (at C:/NMR/ProjectName/Assets/Scripts/UI/StartScreen.cs:40)
UnityEngine.Events.InvokableCall:Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:180)
UnityEngine.Events.UnityEvent:Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58)
UnityEngine.UI.Button:Press () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents:Execute<UnityEngine.EventSystems.IPointerClickHandler> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<UnityEngine.EventSystems.IPointerClickHandler>) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:262)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse (UnityEngine.EventSystems.PointerEventData,UnityEngine.GameObject) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:187)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:642)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent (int) (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:548)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:528)
UnityEngine.EventSystems.StandaloneInputModule:Process () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:282)
UnityEngine.EventSystems.EventSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385)

(Filename: C:/NMR/ProjectName/Assets/Scripts/Systems/Initialisation/ClientInitialisationSystem.cs Line: 56)

Setting up connection to 127.0.0.1
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ClientGameConnectionSystem:CreateServerConnection (Unity.Entities.EntityCommandBuffer,string) (at C:/NMR/ProjectName/Assets/Scripts/Systems/Lobby/ClientGameConnectionSystem.cs:44)
ClientInitialisationSystem:OnUpdate () (at C:/NMR/ProjectName/Assets/Scripts/Systems/Initialisation/ClientInitialisationSystem.cs:49)
Unity.Entities.SystemBase:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/SystemBase.cs:400)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ScriptBehaviourUpdateOrder.cs:333)

(Filename: C:/NMR/ProjectName/Assets/Scripts/Systems/Lobby/ClientGameConnectionSystem.cs Line: 44)

Connecting to 127.0.0.1:1337
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ClientGameConnectionSystem:OnUpdate () (at C:/NMR/ProjectName/Assets/Scripts/Systems/Lobby/ClientGameConnectionSystem.cs:71)
Unity.Entities.SystemBase:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/SystemBase.cs:400)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.NetCode.ClientSimulationSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.netcode@0.6.0-preview.7/Runtime/ClientServerWorld/ClientSimulationSystemGroup.cs:90)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ScriptBehaviourUpdateOrder.cs:333)

(Filename: C:/NMR/ProjectName/Assets/Scripts/Systems/Lobby/ClientGameConnectionSystem.cs Line: 71)

Sending client state to server Lobby
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
ClientStateSystem:SendClientStateRpc (ClientState) (at C:/NMR/ProjectName/Assets/Scripts/Systems/ClientStateSystem.cs:88)
ClientStateSystem:OnUpdate () (at C:/NMR/ProjectName/Assets/Scripts/Systems/ClientStateSystem.cs:38)
Unity.Entities.SystemBase:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/SystemBase.cs:400)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at C:/NMR/ProjectName/Library/PackageCache/com.unity.entities@0.17.0-preview.42/Unity.Entities/ScriptBehaviourUpdateOrder.cs:333)

(Filename: C:/NMR/ProjectName/Assets/Scripts/Systems/ClientStateSystem.cs Line: 88)

Crash!!!
SymInit: Symbol-SearchPath: ‘.;c:\Builds\Client;C:\Builds\Client;C:\Windows;C:\Windows\system32;SRVC:\websymbolshttp://msdl.microsoft.com/download/symbols;’, symOptions: 534, UserName: ‘danny’
OS-Version: 10.0.0
C:\Builds\Client\ProjectName.exe:ProjectName.exe (00007FF6860D0000), size: 675840 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 2020.3.14.53691
C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (00007FFDB43D0000), size: 2056192 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.804
C:\Windows\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFDB3240000), size: 774144 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.804
C:\Windows\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFDB1C10000), size: 2920448 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.804
C:\Builds\Client\UnityPlayer.dll:UnityPlayer.dll (00007FFCF4070000), size: 49086464 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 2020.3.14.53691
C:\Windows\System32\USER32.dll:USER32.dll (00007FFDB2EB0000), size: 1703936 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.746
C:\Windows\System32\win32u.dll:win32u.dll (00007FFDB1FF0000), size: 139264 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.804
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C:\Windows\system32\rsaenh.dll:rsaenh.dll (00007FFDB0BB0000), size: 212992 (result: 0), SymType: ‘-deferred-’, PDB: ‘’, fileVersion: 10.0.19041.546
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========== OUTPUTTING STACK TRACE ==================

0x00007FFCFF3E5108 (lib_burst_generated) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.cs:2190] Unity.Entities.EntityCommandBuffer.PlaybackUnmanagedCommandInternal
0x00007FFCFF3E1856 (lib_burst_generated) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.interop.gen.cs:82] Unity.Entities.EntityCommandBuffer._mono_to_burst_PlaybackChainChunk
0x00007FFCFF3F1576 (lib_burst_generated) 34146f210f5f72cb3338fe0fb7212d4f_avx2
0x00007FFCFF5672A7 (lib_burst_generated) 34146f210f5f72cb3338fe0fb7212d4f
0x0000011F636BA974 (Mono JIT Code) (wrapper managed-to-native) object:wrapper_native_00007FFCFF567260 (intptr,intptr,Unity.Entities.EntityComponentStore/ArchetypeChanges&,Unity.Entities.ECBSharedPlaybackState&,intptr,int,int,bool,Unity.Entities.PlaybackPolicy)
0x0000011F7E927FBE (Mono JIT Code) (wrapper delegate-invoke) :invoke_void_intptr_intptr_EntityComponentStore/ArchetypeChanges&_ECBSharedPlaybackState&intptr_int_int_bool_PlaybackPolicy (intptr,intptr,Unity.Entities.EntityComponentStore/ArchetypeChanges&,Unity.Entities.ECBSharedPlaybackState&,intptr,int,int,bool,Unity.Entities.PlaybackPolicy)
0x0000011F7E927E94 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.interop.gen.cs:88] Unity.Entities.EntityCommandBuffer:forward_mono_PlaybackChainChunk (Unity.Entities.EntityDataAccess*,Unity.Collections.LowLevel.Unsafe.UnsafeList*,Unity.Entities.EntityComponentStore/ArchetypeChanges&,Unity.Entities.ECBSharedPlaybackState&,Unity.Entities.ECBChainPlaybackState*,int,int,bool,Unity.Entities.PlaybackPolicy)
0x0000011F7E927D73 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.interop.gen.cs:70] Unity.Entities.EntityCommandBuffer:PlaybackChainChunk (Unity.Entities.EntityDataAccess*,Unity.Collections.LowLevel.Unsafe.UnsafeList*,Unity.Entities.EntityComponentStore/ArchetypeChanges&,Unity.Entities.ECBSharedPlaybackState&,Unity.Entities.ECBChainPlaybackState*,int,int,bool,Unity.Entities.PlaybackPolicy)
0x0000011F7E927BFB (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.cs:2028] Unity.Entities.EntityCommandBuffer:PlaybackChain (Unity.Entities.EntityDataAccess*,Unity.Collections.LowLevel.Unsafe.UnsafeList*,Unity.Entities.EntityComponentStore/ArchetypeChanges&,Unity.Entities.ECBSharedPlaybackState&,Unity.Entities.ECBChainPlaybackState*,int,int,bool,Unity.Entities.PlaybackPolicy)
0x0000011F74979A33 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.cs:1833] Unity.Entities.EntityCommandBuffer:PlaybackInternal (Unity.Entities.EntityDataAccess*)
0x0000011F74978F93 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBuffer.cs:1697] Unity.Entities.EntityCommandBuffer:Playback (Unity.Entities.EntityManager)
0x0000011F7497AE0B (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBufferSystem.cs:271] Unity.Entities.EntityCommandBufferSystem:FlushPendingBuffers (bool)
0x0000011F7497AC53 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\EntityCommandBufferSystem.cs:193] Unity.Entities.EntityCommandBufferSystem:OnUpdate ()
0x0000011F749776F6 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
0x0000011F7497889F (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:474] Unity.Entities.ComponentSystemGroup:UpdateAllSystems ()
0x0000011F74978353 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:418] Unity.Entities.ComponentSystemGroup:OnUpdate ()
0x0000011F749AC21B (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.netcode@0.6.0-preview.7\Runtime\ClientServerWorld\ClientSimulationSystemGroup.cs:91] Unity.NetCode.ClientSimulationSystemGroup:OnUpdate ()
0x0000011F749776F6 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
0x0000011F7497889F (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:474] Unity.Entities.ComponentSystemGroup:UpdateAllSystems ()
0x0000011F74978353 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:418] Unity.Entities.ComponentSystemGroup:OnUpdate ()
0x0000011F749776F6 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
0x0000011F7497889F (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:474] Unity.Entities.ComponentSystemGroup:UpdateAllSystems ()
0x0000011F74978353 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystemGroup.cs:418] Unity.Entities.ComponentSystemGroup:OnUpdate ()
0x0000011F749776F6 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
0x0000011F749774D9 (Mono JIT Code) [C:\NMR\ProjectName\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\ScriptBehaviourUpdateOrder.cs:335] Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate ()
0x0000011F4024CBB0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this
(object,intptr,intptr,intptr)
0x00007FFCFF70E650 (mono-2.0-bdwgc) mono_get_runtime_build_info
0x00007FFCFF692AE2 (mono-2.0-bdwgc) mono_perfcounters_init
0x00007FFCFF69BB3F (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FFCF5183FAD (UnityPlayer) UnityMain
0x00007FFCF51808CC (UnityPlayer) UnityMain
0x00007FFCF4D5328D (UnityPlayer) UnityMain
0x00007FFCF4D532AF (UnityPlayer) UnityMain
0x00007FFCF4D590A6 (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: ‘Attempt to access invalid address.’ (Address: 00007FFCF478C947)
0x00007FFCF478C947 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: ‘Attempt to access invalid address.’ (Address: 00007FFCF478A99D)
0x00007FFCF478A99D (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: ‘Attempt to access invalid address.’ (Address: 00007FFCF479026B)
0x00007FFCF479026B (UnityPlayer) (function-name not available)
0x00007FFCF479122B (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: ‘Attempt to access invalid address.’ (Address: 00007FF6860D11F2)
0x00007FF6860D11F2 (ProjectName) (function-name not available)
0x00007FFDB3257034 (KERNEL32) BaseThreadInitThunk
0x00007FFDB441D241 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:

  • C:/Users/danny/AppData/Local/Temp/No More Robots/ProjectName/Crashes

Removing the moveSpeed variable stopped the crash from occurring.

Thinking initially that it might have had something to do with the GhostFieldAttribute I tried removing it from the moveSpeed float. Leaving a struct that looked like this.

public struct AvatarStateComponent : IComponentData
{
    [GhostField] public CharacterState state;
    [GhostField] public float pitch;
    [GhostField] public float yaw;
    [GhostField] public byte movementDir;
    [GhostField] public bool grounded;
    public float moveSpeed;
}

But the crash persisted! Then next I tried removing ALL of the GhostFieldAttributes, but the crash still happened! It seemed to have nothing to do with the NetCode stuff.

The next thing I tried was re-ordering the member variables of the struct to be in size order, so that the struct looked like this:

public struct AvatarStateComponent : IComponentData
{
    [GhostField] public float pitch;
    [GhostField] public float yaw;
    [GhostField] public float moveSpeed;
    [GhostField] public CharacterState state;
    [GhostField] public byte movementDir;
    [GhostField] public bool grounded;
}

This stopped the crash from happening! Hurray!
I guess I should be ordering members of IComponentData by size for better packing, but this seems to be causing a crash.

Now I’m left wondering why the crash was happening in the first place. Does someone know might be causing this to happen?

Thanks,
Dan

Can you share code snippets from systems where this component is used?

Based off stack, this looks like a classic case of 1 command buffer destroying entity, another command buffer adding component

Sure!

PlayerAuthoring implements IConvertGameObjectToEntity and in the Convert function it does this.

dstManager.AddComponent<AvatarStateComponent>( entity );

There are a bunch of Entites.ForEach() uses witch has a in AvatarStateComponent state in order to calculate the height and direction of the player’s view.

Here’s how a RaycastInput would be made.

        Entities
            .ForEach( ( in Translation translation, in AvatarStateComponent avatar ) =>
            {
                    float3 headPosition = avatar.GetViewPosition( in translation );
                    RaycastInput rayInput = new RaycastInput
                    {
                        Start = headPosition,
                        End = headPosition + math.forward( avatar.GetLookDirection() ) * 3.0f,
                        Filter = filter
                    };
            }
}

Then the only place which the AvatarStateComponent is edited is in the PlayerMovementSystem which is a ForEach.ScheduleParallel(), the commandBuffer is a EntityCommandBuffer.ParallelWriter.

                commandBuffer.SetComponent( entityInQueryIndex, entity,
                    new AvatarStateComponent
                    {
                        state = characterState,
                        grounded = grounded,
                        pitch = input.lookX - 90.0f,
                        yaw = input.lookY,
                        movementDir = dir,
                        moveSpeed = xzVelocityMag / kMaxXZVelocity
                    } );

Everywhere in the code except for one place accesses the AvatarStateComponent using an Entities.ForEach loop. It is always passed in with the “in” parameter specifed.

The camera is a monobehaviour object and has in it’s LateUpdate this snippet to position it.

    protected void LateUpdate()
    {
        var query = entityManager.CreateEntityQuery( ComponentType.ReadOnly<ViewStateComponent>() );
        var viewState = query.GetSingleton<ViewStateComponent>();

        if( viewState.Target == Entity.Null || entityManager.Exists( viewState.Target ) == false || entityManager.HasComponent<Translation>( viewState.Target ) == false )
            return;
       
        var translate = entityManager.GetComponentData<Translation>( viewState.Target );
        var avatarState = entityManager.GetComponentData<AvatarStateComponent>( viewState.Target );
       
        transform.position = avatarState.GetViewPosition( in translate );
        transform.rotation = avatarState.GetLookDirection();
    }

So the Entity that this component is on doesn’t get created until the player decides to go into game much later on. At this point they are just in a lobby with a list of players.

I don’t see why changing the order of the members of this component would cause that to happen.

I don’t either, but I agree that it has something to do with an entity command buffer.

Can you share the job / foreach where the command buffer is accessed in the PlayerMovementSystem? Are you using an ECB any where else?

Sorry for the absence, other stuff came up!

Indeed I do use ECBs all over the game. Looking at the stack trace again I can see that the ClientSimulationSystemGroup:OnUpdate is present. So I’m at least able to reduce the problem to Begin/EndSimulationEntityCommandBuffer.

I’ll look in deeper to the systems that register commands with these two ECBs on the Client.

Another thing that I realise might be happening is that a system inside of NetCode might be using an ECB locally and I’m doing something I shouldn’t with NetCode that’s causing the crash.

I don’t think that this code is really going to be relevant at all as the code in the foreach hasn’t even been ran when the crash occurs.

Update to this.

After looking into the NetCode code I was able to put a bunch of logging in and I found that the Client and Server were disagreeing on their Ghost Hashes as the client was connecting. This was causing the Client to disconnect by itself silently, so a bunch of systems were running which I wasn’t expecting to as this case had not been handled correctly yet.

I was able to turn on the log “Received a ghost from the server which has a different hash on the client” in GhostCollectionSystem to find this out.

I think that possibly the order that my GhostsPrefabCollection is being loaded has changed relative to the connection being established with the server, or for some reason the hashing function is producing a different hash between Client and Server.

If I recall correctly, there was an unofficial patch to fix this error provided in a post on the NetCode subforum. I don’t remember the post, but if it comes to mind I will link to it. The NetCode has a bunch of unofficial patches atm that you apply by making NetCode into a local package and editing certain scripts.

Edit:

I found the post .

If you are using NetCode, I recommend going through the NetCode subforum and applying all of the patches mentioned in posts. Look for posts with the bugs tag.

Thanks for the reply, but I’ve already tried applying this update, but with no changes - Which makes me think that I’m doing something wrong with NetCode.

It is however, the only patch that I’ve applied so far! So I’ll look for some more to take from the forums and update here if there’s a fix.

Thanks!