Uncaught abort() at Error - only in Chrome 42

Having some trouble with a WebGL game that runs fine in Firefox 37, and was working in Chrome 41. In Chrome 42 with a development build and explicit exceptions allowed (no stripping) an alert is brought up early on with an Uncaught abort() message. Logs from around that time show:

There’s also a slightly different trace when running with Enable Exceptions: None

Has anyone else come across this issue, or have any ideas I could pursue to track down the cause?

Hey btc,

we are aware of issues with the new Chrome 42 and our WebGL export. We currently have no solution to the issue atm but hope to get this sorted out soon.
Can you send in a report with your project or minimal repro attached? The more info we can get the better.
And ping me the case number here.

We’re noticing a WebGL Chrome 42 issue as well with Time Clickers.

It is also re-producible on the Angry Bots demo if you use Chrome 42 on Mac. Some players have also reported the exception being thrown on Windows, but we can’t reproduce that.

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It seems like it is not just Unity WebGL content that is having troubles but generally bigger JS projects.
We are in contact with Google and can hopefully resolve this soonish.

Has something changed already?

I ran into this issue yesterday, but I can’t reproduce it anymore. Neither can my colleague.

No chrome updates and no rebuilds of the WebGL build. I have no idea what is different.

We are still encountering the same issues and nothing got changed from our end. It is a bit of a random issue though. Maybe you got lucky.

I have same issue. Version for IOS and Android is fine. but WebGL version has same error.

Apparently Google had an issue in their JavaScript engine slip into the release. They said they have a fix, and plan to ship that next Tuesday.

Glad to hear this, I am also encountering this issue and it’s frustrating that I can’t publish a new build because of this. At least it’s not a Unity’s issue, which is good.

i have same issue too . is it fix already ?

Could you please post the callstack from a Development Build ?

I have a similar issue with Chrome 46.0.2490.71 (64Bit) on a Mac PC.
But it’s not always playable. :confused:

2500919–172852–log.txt (31.9 KB)

Similar problem here occurs on firefox and chrome
UnityLoader.js:3386 Invalid function pointer called with signature ‘iiii’. Perhaps this is an invalid value (e.g. caused by calling a virtual method on a NULL pointer)? Or calling a function with an incorrect type, which will fail? (it is worth building your source files with -Werror (warnings are errors), as warnings can indicate undefined behavior which can cause this)
UnityLoader.js:3386 Build with ASSERTIONS=2 for more info.
UnityLoader.js:3386 warning: a problem occurred in builtin C++ name demangling; build with -s DEMANGLE_SUPPORT=1 to link in libcxxabi demangling
Invoking error handler due to
Uncaught abort(153) at Error
at jsStackTrace (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:1057:12)
at stackTrace (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:1071:21)
at abort (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:2372413:43)
at nullFunc_iiii (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:15359:2)
at Array.b153 (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:2356318:2)
at _ZN16VirtFuncInvoker1IbP12Il2CppObjectE6InvokeEjPvS1 [void undefined<undefined?n?>?o? VirtFuncInvoker1<bool, Il2CppObject?*, undefined?6?>?k()] (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:2168340:50)
at _SetPropertyUtility_SetClass_TisIl2CppObject_m3678588200_gshared (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:2186904:16)
at _Image_set_sprite_m1800056820 (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:2201093:6)
at Array._U3CSetFrameU3Ec__AnonStorey48_U3CU3Em__8D_m2872324153 (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:1402088:3)
at Array._Action_1_Invoke_m101203496_gshared (blob:http%3A//localhost%3A49190/7e1262b6-12ca-4e61-a78d-457a091afeaf:1804204:34)

nothing obvious in the callstack.

Have you tried Unity 5.3.4?
I am assuming it works fine on other platforms, right ?
Could you please submit a bug report with a repro project ?

what do you mean ? That it’s not 100% reproducible ?

I have same issue too . is it fix already ?

Hello,

I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game.

I am facing these issues as shown in the attached image.

I have no idea about what these errors state?

I don’t think that the issue is from my coding side as my multiplayer game runs perfectly in standalone builds with more than 4 instances of the standalone build.

But it does not even open in my WebGL build.

Does WebGL does not support threading??

Please guide.
What are these errors all about?
Can these issues be solved??
or
Do i have to change my whole project implementation?

Thank you!

yes, you need to modify your project so that it does not create any thread since they are not currently supported, as per manual.

We are randomly getting following error on webgl build while using the firefox. Any insights to share?

This thread is about a crash in Chrome, which has been fixed about a year ago. Please don’t use it to post about random other problems.