Unity 2017.2.0f3 Crashing on Exit Play Mode

I am having an issue with the Unity Editor on a very large VR Project, which is crashing after exiting play mode (not 100% of the time, but probably ~80% of the time and it seems to be related to how long I play for).

I had the issue in Unity 2017.1.1p3 and 2017.1.1p4 but was hoping it would be solved with 2017.2.

The Editor log has nothing in it after the crash, and the crash is “Unity Editor is not responding” until I click close.

Here’s the Windows Event Log:

Faulting application name: Unity.exe, version: 2017.2.0.56737, time stamp: 0x59dbd08e
Faulting module name: ntdll.dll, version: 10.0.15063.608, time stamp: 0x8274fd8b
Exception code: 0xc0000374
Fault offset: 0x00000000000f775f
Faulting process id: 0x15f8
Faulting application start time: 0x01d344756f38d826
Faulting application path: C:\Program Files\Unity2017.2.0f3\Editor\Unity.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: 5bbb279d-7172-4137-976d-e4bf7611df3d
Faulting package full name:

But I’m not sure how useful it will be.

I’ve checked Unity Issue Tracker - Instantiating GameObject(s) in OnDestroy() when exiting play mode crashes unity and looked through all my OnDestroy code but anything that does an Instantiate has an #if !UNITY_EDITOR block around it.

The project folder is 20gb, so I don’t think I can easily submit a bug report. Is there anything else I can do to help debug the issue?

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Bump

Here is how I approach those kind of issues.

  1. I make a copy of the project and then start to remove stuff from it to the point where it doesn’t crash anymore. Once it stops crashing, I know what I recently removed and integrate that thing again. If it crashes again, I found what is causing the issue and can either fix it or create a smaller project to submit a bug-report.

  2. Following 1) to create a smaller project that can be used to reproduce the issue sometimes doesn’t work and the crash only occurs in combination with “everything else”. In this case, you can submit a bug report without your project attached and ask Unity QA to provide a secure location where you can upload your project 20gb size, because the Unity Bug Reporter Tool cannot handle projects larger than 2gb afaik. They usually reply with a password protected owncloud link. If you have a slow internet connection, another option would be to send them your project on an USB stick via snailmail.

These approaches are time consuming, but sometimes you don’t have a choice right?!

I highly recommend to submit a bug-report though, the editor should never crash. From my experience, it’s very unlikely that Unity is able to fix those kind of (random) crash bugs if they do not have a project to reproduce the issue and test their fix against.

Hope it helps!

2 Likes

Hi
am having an issue with the Unity Editor on a very large VR Project, which is crashing after exiting play mode (not 100% of the time, but probably ~80% of the time and it seems to be related to how long I play for).

Do you have any log files or crash dumps?
Please file a bug report and provide an example project if possible.

    void OnDisable()
    {
#if !UNITY_EDITOR
        CancelInvoke();
        StopAllCoroutines();
#endif
    }

Defining out this code for editor seemed to solve the problem…

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I would still try to submit a bug-report. The editor should never crash and if you have a case where a crash is reproducible, a bug-report helps Unity to stabilize their software, which in turn every customer benefits from.

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Please do still file a bug report. As Peter77 says the editor should not crash.

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Hello @karl_jones

Recently I have upgraded my unity 5.6.1p1 project to 2017.2.0 for MR support. But after resolving all of the code and compiling issues, now the editor is crashing as soon as I hit the play button. Usually you get the bug reporter windows if unity is crashed unexpectedly! but in this case I am not getting that window.

Here I have attached the editor log file, please check and revert ASAP.

Thanks

3295081–255349–editor.txt (11.3 KB)

Do you have a crash dump file? The log has nothing that stands out.

I don’t see any crash.dmp file under the following file location:

C:\Users*\AppData\Local\Unity\Editor
C:\Users*
\AppData\Local\Packages
C:\Users**\AppData\Local\Temp

Let me know if I should check in some other location…

@karl_jones @Peter77

I see that on release page of holotoolkit (Releases · microsoft/MixedRealityToolkit-Unity · GitHub) it mentions that for hololens you should use unity2017.1.2 with specified win SDK. I tried doing that but in that case I get spammed with
RenderTexture.GenerateMips failed:

and on issue tracker it says that this error has been resolved in Unity2017.2 but I am kinda stuck here with holotoolkit and unity. Can you guys assist me out here??

What issue says it is resolved? Can you share the link? Have you tried the latest 2017.1 patch?

Issue src:

I didn’t went for patch since that is not confirmed to be resolving this issue. Although I managed to to run the scene in editor after removing hololens camera rig and Input manager. I will see if I can get around it.

Had the same issue. In our case seems like it was caused by the Timeline when it tries to stop or play Audiosources that are disabled in the scene. Make sure all Audiosource gameobjects that are referenced in the Timeline are enabled when you press play. Hope this helps.

Using latest patch version, instant crash after exit play mode. Not doing anything weird as such.

Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Unity.exe
P2: 2017.2.1.62909
P3: 5a2fabdf
P4: StackHash_2247
P5: 6.1.7601.18933
P6: 55a6a196
P7: c0000374
P8: 00000000000bffc2

WER Fault:

Version=1
EventType=APPCRASH
EventTime=131587010436575251
ReportType=2
Consent=1
ReportIdentifier=939793d3-e9a3-11e7-99ee-8019345a7acf
IntegratorReportIdentifier=939793d2-e9a3-11e7-99ee-8019345a7acf
Response.type=4
Sig[0].Name=Application Name
Sig[0].Value=Unity.exe
Sig[1].Name=Application Version
Sig[1].Value=2017.2.1.62909
Sig[2].Name=Application Timestamp
Sig[2].Value=5a2fabdf
Sig[3].Name=Fault Module Name
Sig[3].Value=StackHash_2247
Sig[4].Name=Fault Module Version
Sig[4].Value=6.1.7601.18933
Sig[5].Name=Fault Module Timestamp
Sig[5].Value=55a6a196
Sig[6].Name=Exception Code
Sig[6].Value=c0000374
Sig[7].Name=Exception Offset
Sig[7].Value=00000000000bffc2
DynamicSig[1].Name=OS Version
DynamicSig[1].Value=6.1.7601.2.1.0.256.48
DynamicSig[2].Name=Locale ID
DynamicSig[2].Value=2057
DynamicSig[22].Name=Additional Information 1
DynamicSig[22].Value=2247
DynamicSig[23].Name=Additional Information 2
DynamicSig[23].Value=2247eade7ad845b9886a4399ac9eef65
DynamicSig[24].Name=Additional Information 3
DynamicSig[24].Value=3d3a
DynamicSig[25].Name=Additional Information 4
DynamicSig[25].Value=3d3a89be347cf33d47cfa5f3f1dfb2f9
UI[2]=C:\Program Files\Unity20172\Editor\Unity.exe
UI[3]=Unity Editor has stopped working

I’m pretty sure Unity staff is going to ask you to submit a bug-report. If you want to speed things up, you can already submit a bug-report following the advice given in this document.

Does Unity’s bug-reporter automatically appear if the editor crashes? In this case, most of the data is added to the report automatically. If the bug-reporter doesn’t show up automatically, you want to check if you can locate the most recent crash.dmp file yourself and attach it to the bug-report. See this post to find out where the crash.dmp is saved.

Using the bug-reporter is an important step, it makes sure the report is in Unity Technologies bug-tracking pipeline and has to be processed at some point. Using the forum is often used to add attention to an existing issue, but does not replace submitting a bug-report.

It’s from advantage to attach a project to the bug-report that UT can use to reproduce the issue and test their fix against, this is especially important for crash-bugs. Adding a video that shows how to reproduce the issue and the issue itself has proved useful for me as well. It’s hard to argue if Unity is really crashing if you attach a video.

The easier an issue can be reproduced by QA, the more likely it is to get forwarded to a developer, who might or might not work on a bug-fix for that at some point.

After you submitted the bug-report, you receive a confirmation email with a Case number. UT often asks us to post the Case number in the forum thread, which allows them to find that bug-report if they look at your post.

Following these steps will increase the chance that UT is looking at the issue tremendously.

3 Likes

Still getting this occasioanlly, when exiting Play Mode…

Faulting application name: Unity.exe, version: 2017.4.30.64067, time stamp: 0x5d19dacc
Faulting module name: ntdll.dll, version: 10.0.17134.799, time stamp: 0x7f828745
Exception code: 0xc0000374
Fault offset: 0x00000000000f479b
Faulting process ID: 0x1598
Faulting application start time: 0x01d54904749fc197
Faulting application path: C:\Program Files\Unity\Editor\Unity.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 880cfcc7-8444-4eac-ad20-eaec35707022
Faulting package full name:
Faulting package-relative application ID:

Please file a bug report.

1 Like

I think this was causing it:

void Start () {
Destroy(gameObject, DestroyTime);
}