Strange error with windows phone 8 build

Hi all. I have a problem. I’m trying to build my game under wp8. Device is lumia 530, unity 4.5.4, windows phone 8 build.
At the bigining all was good, but at some moment all have broken. Now if i deploy game to device it closes immidiatly after start. I can run it in debug mode. And i get this

if i click continue, game loads and i can play normaly. but i can run it only in debug mode.

please help me.

Try doing a new build from Unity (i.e. in a new folder). You will have to copy across any code you have added in the Visual Studio solution (if you’ve done any).

I’ve already tried to make a new empty project in unity with empty scene, I have the same error.

Could you paste the whole stack trace?

what is exactly “stack trace” is it window at bottom left or bottom right? (sorry, i’m new to wp dev)

In the screenshot you posted, there’s “Call stack” window, at the bottom middle-right-ish part of the screen. Only the top of it is exposed - I’d like to see it whole.

call stack

call stack

vrfcore.dll!6c0e3a0e() Unknown
vfbasics.dll!6b89b4c4() Unknown
vfbasics.dll!6b89b6c4() Unknown
WINDOWS.NETWORKING.DLL!6b4f5886() Unknown
WINDOWS.NETWORKING.DLL!6b4f4cc0() Unknown
WINDOWS.NETWORKING.DLL!6b4e01b0() Unknown
WINDOWS.NETWORKING.DLL!6b5014fa() Unknown
WINDOWS.NETWORKING.DLL!6b5029f0() Unknown
WINDOWS.NETWORKING.DLL!6b502a2e() Unknown
WINDOWS.NETWORKING.DLL!6b4f6bb2() Unknown
WINDOWS.NETWORKING.DLL!6b4f6874() Unknown
WINDOWS.NETWORKING.DLL!6b4f66de() Unknown
WINDOWS.NETWORKING.DLL!6b50291c() Unknown
WINDOWS.NETWORKING.DLL!6b500152() Unknown
WINDOWS.NETWORKING.DLL!6b500260() Unknown
WINDOWS.NETWORKING.DLL!6b5028de() Unknown
WINDOWS.NETWORKING.DLL!6b501bb0() Unknown
WINDOWS.NETWORKING.DLL!6b5012a6() Unknown
WINDOWS.NETWORKING.DLL!6b501180() Unknown
WINDOWS.NETWORKING.DLL!6b50107e() Unknown
UnityPlayer.dll!6922065a() Unknown
UnityPlayer.dll!692207a8() Unknown
UnityPlayer.dll!692246f2() Unknown
UnityPlayer.dll!6901e1e2() Unknown
UnityPlayer.dll!6901e5fe() Unknown
UnityPlayer.dll!6901e92e() Unknown
UnityPlayer.dll!6901003a() Unknown
UnityPlayer.dll!69003b5c() Unknown
UnityPlayer.dll!69214ea2() Unknown
UnityPlayer.dll!69215082() Unknown
UnityPlayer.dll!6921526e() Unknown
UnityPlayer.dll!6921567a() Unknown
UnityPlayer.dll!692158de() Unknown
UnityPlayer.dll!69225e56() Unknown
UnityPlayer.dll!69224e06() Unknown
[External Code]

output

output

‘TaskHost.exe’ (Win32): Loaded ‘C:\Windows\system32\WINDOWS.NETWORKING.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (Win32): Loaded ‘C:\Windows\system32\FIREWALLAPI.DLL’. Cannot find or open the PDB file.

=======================================
VERIFIER STOP 00000253: pid 0xD2C: The SRW lock is being acquired recursively by the same thread.

0468A81C : SRW Lock
00C01AF4 : Address of the first acquire stack trace. Use dps to see where the SRW lock was acquired.
00000000 : Not used
00000000 : Not used

=======================================
This verifier stop is continuable.
After debugging it use `go’ to continue.

=======================================

TaskHost.exe has triggered a breakpoint.

In the stacktrace window, can you right click on any UnityPlayer.dll entry, press load symbols, if it asks, point it to “<UNITY_INSTALLATION_DIR>\Editor\Data\PlaybackEngines\wp8support\Players\ARM\Release” and then post the stack trace again?

stack trace

vrfcore.dll!6bd53a0e() Unknown
vfbasics.dll!6ba8b4c4() Unknown
vfbasics.dll!6ba8b6c4() Unknown
WINDOWS.NETWORKING.DLL!6b4f5886() Unknown
WINDOWS.NETWORKING.DLL!6b4f4cc0() Unknown
WINDOWS.NETWORKING.DLL!6b4e01b0() Unknown
WINDOWS.NETWORKING.DLL!6b5014fa() Unknown
WINDOWS.NETWORKING.DLL!6b5029f0() Unknown
WINDOWS.NETWORKING.DLL!6b502a2e() Unknown
WINDOWS.NETWORKING.DLL!6b4f6bb2() Unknown
WINDOWS.NETWORKING.DLL!6b4f6874() Unknown
WINDOWS.NETWORKING.DLL!6b4f66de() Unknown
WINDOWS.NETWORKING.DLL!6b50291c() Unknown
WINDOWS.NETWORKING.DLL!6b500152() Unknown
WINDOWS.NETWORKING.DLL!6b500260() Unknown
WINDOWS.NETWORKING.DLL!6b5028de() Unknown
WINDOWS.NETWORKING.DLL!6b501bb0() Unknown
WINDOWS.NETWORKING.DLL!6b5012a6() Unknown
WINDOWS.NETWORKING.DLL!6b501180() Unknown
WINDOWS.NETWORKING.DLL!6b50107e() Unknown
UnityPlayer.dll!UnityPlayer::StreamListenerContext::[UnityPlayer::__IStreamListenerContextPublicNonVirtuals]::Bind() Line 436 C++
UnityPlayer.dll!BindSocketWrapper(SocketWrapper * socketHandle, Windows::Networking::HostName ^ hostname, Platform::String ^ serviceName) Line 378 C++
UnityPlayer.dll!ServerSocket::StartListening(const char * ip, unsigned short port, bool block) Line 31 C++
UnityPlayer.dll!PlayerConnection::CreateListenSocket() Line 212 C++
UnityPlayer.dll!PlayerConnection::PlayerConnection(const std::basic_string<char,std::char_traits,stl_allocator<char,55,4> > & dataPath, unsigned short multicastPort, bool enableDebugging) Line 104 C++
UnityPlayer.dll!PlayerConnection::Initialize(const std::basic_string<char,std::char_traits,stl_allocator<char,55,4> > & dataPath, bool enableDebugging) Line 298 C++
UnityPlayer.dll!InitializeEngineNoGraphics() Line 183 C++
UnityPlayer.dll!PlayerInitEngineNoGraphics(const std::basic_string<char,std::char_traits,stl_allocator<char,55,4> > & dataFolder, const std::basic_string<char,std::char_traits,stl_allocator<char,55,4> > & applicationContentsFolderPath) Line 709 C++
UnityPlayer.dll!UnityPlayer::UnityApp::Initialize2(ID3D11Device1 * device) Line 899 C++
UnityPlayer.dll!UnityPlayer::UnityApp::Initialize(ID3D11Device1 * device, ID3D11DeviceContext1 * deviceContext, ID3D11RenderTargetView * renderTargetView) Line 793 C++
UnityPlayer.dll!UnityPlayer::UnityApp::smile:rawImpl(ID3D11Device1 * device, ID3D11DeviceContext1 * deviceContext, ID3D11RenderTargetView * renderTargetView) Line 678 C++
UnityPlayer.dll!UnityPlayer::UnityApp::Run() Line 435 C++
UnityPlayer.dll!UnityPlayer::UnityApp::Run(void * parameter) Line 396 C++
UnityPlayer.dll!win32::CreateThread::__l16::(Windows::Foundation::IAsyncAction ^ __formal) Line 273 C++
[External Code]

This looks to be profiler code - I would not worry about it too much. You can always disable it by selecting “Master” configuration in visual studio.

According to your screenshot, and pasted VS output, this is not a crash, but Application Verifier “STOP”. I suppose you have enabled it - since I see you have Windows Phone 8.1 Developer Power Tools open. If you disable it, those "STOP"s should no longer happen.

This error seems to occur inside of Windows networking layer, so I doubt it’s Unity that’s doing something wrong.

As i remember i’ve already tried “master” configuration, but effect is same. Also power tools not always working, effect same. But i’ll try at home in evening.

May be you know where i can to force disable this “verifier”?

You can disable it in the first tab of Power Tools:


Don’t forget to press the apply button. These are settings on the phone itself, so if you enabled them, and turned off power tools, they remained.

Thank you very much! Switched to “master” and now all works!