Unity 6 LTS - Installing VC++ 2010 runtime failed with error code 5100

I’ve had no problems running the Alpha/Beta versions of Unity6, but the three LTS versions that I download are giving me the message when installing.

"Installing VC++ 2010 runtime failed with error code 5100

Unity will still be installed, however you should make sure to install Visual C++ runtime on your machine."

I then load the usual IL2CPP Support as well.

Unity loads and seems to work without issues, but when I go to Build my project, it crashes consistently when compiling. Usually at “Building Resources”.

The same project builds in Unity6 Beta versions.

Any Ideas?

2 Likes

So I’ve tried a bunch more things: My long term projects contains about 10 scenes, All of them now crash when building. When it gets to “Building Resources Folder”. A new blank scene will build fine in same project.

I’ve rebuilt my 100Gb+ library.

The clue I have are:

CrashDMP:
Exception Code :0xc0000005
Exception Information: “The thread tried to read from or write to a virtual address for which it does not have the appropriate access.”

Editor.Log:
[./Library/PackageCache/com.unity.collections/Unity.Collections/Memory.cs line 89]
Invalid memory pointer was detected!

Here are the bits of the CrashDmp and Editor.Log that seem to be relevant.

CrashDMP:

Exception Code :0xc0000005
Exception Information: "The thread tried to read from or write to a virtual address for which it does not have the appropriate access."


Editor.Log:
[./Library/PackageCache/com.unity.collections/Unity.Collections/Memory.cs line 89]

Invalid memory pointer was detected!
UnityEngine.Debug:ExtractStackTraceNoAlloc (byte*,int,string)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Unity.Collections.Memory/Unmanaged/Array:Resize (void*,long,long,Unity.Collections.AllocatorManager/AllocatorHandle,long,int) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/Memory.cs:89)
Unity.Collections.Memory/Unmanaged:Free (void*,Unity.Collections.AllocatorManager/AllocatorHandle) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/Memory.cs:27)
Unity.Collections.AllocatorManager:TryLegacy (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:1105)
Unity.Collections.AllocatorManager:Try (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:1129)
Unity.Collections.AllocatorManager/AllocatorHandle:Try (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:613)
Unity.Collections.AllocatorManager:FreeBlock<Unity.Collections.AllocatorManager/AllocatorHandle> (Unity.Collections.AllocatorManager/AllocatorHandle&,Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:143)
Unity.Collections.AllocatorManager:Free<Unity.Collections.AllocatorManager/AllocatorHandle> (Unity.Collections.AllocatorManager/AllocatorHandle&,void*,int,int,int) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:156)
Unity.Collections.AllocatorManager:Free<Unity.Collections.AllocatorManager/AllocatorHandle, int> (Unity.Collections.AllocatorManager/AllocatorHandle&,int*,int) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:161)
Unity.Collections.AllocatorManager:Free<int> (Unity.Collections.AllocatorManager/AllocatorHandle,int*,int) (at ./Library/PackageCache/com.unity.collections/Unity.Collections/AllocatorManager.cs:225)
Unity.Collections.LowLevel.Unsafe.UnsafeList`1<int>:Dispose () (at ./Library/PackageCache/com.unity.collections/Unity.Collections/UnsafeList.cs:272)
UnityEngine.Rendering.SmallIntegerArray:Dispose () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs:678)
UnityEngine.Rendering.CPUSharedInstanceData:Dispose () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs:353)
UnityEngine.Rendering.InstanceDataSystem:Dispose () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceDataSystem.cs:79)
UnityEngine.Rendering.RenderersBatchersContext:Dispose () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/RenderersBatchersContext.cs:122)
UnityEngine.Rendering.GPUResidentDrawer:Dispose () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs:451)
UnityEngine.Rendering.GPUResidentDrawer:CleanUp () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs:299)
UnityEngine.Rendering.GPUResidentDrawer:Recreate (UnityEngine.Rendering.GPUResidentDrawerSettings) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs:305)
UnityEngine.Rendering.GPUResidentDrawer:Reinitialize () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs:282)
UnityEngine.Rendering.IGPUResidentRenderPipeline:ReinitializeGPUResidentDrawer () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/IGPUResidentRenderPipeline.cs:94)
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:CreatePipeline () (at ./Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs:81)
UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline ()
UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline (UnityEngine.Rendering.RenderPipelineAsset)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
UnityEditor.Handles:Internal_DrawCameraWithGrid (UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters&,bool,bool)
UnityEditor.Handles:DrawCameraImpl (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,bool,UnityEditor.DrawGridParameters,bool,bool,bool,UnityEngine.GameObject[])
UnityEditor.Handles:DrawCameraStep1 (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters,bool,bool)
UnityEditor.SceneView:DoDrawCamera (UnityEngine.Rect,UnityEngine.Rect,bool&)
UnityEditor.SceneView:DoOnGUI ()
UnityEditor.SceneView:OnSceneGUI ()
UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,System.Exception&)
UnityEngine.UIElements.UIR.RenderChain:Render ()
UnityEngine.UIElements.UIRRepaintUpdater:Render ()
UnityEngine.UIElements.BaseVisualElementPanel:Render ()
UnityEngine.UIElements.Panel:Render ()
UnityEditor.UIElements.EditorPanel:Render ()
UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[],bool)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.Build.Profile.BuildProfileModuleUtil:CallInternalBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.Build.Profile.BuildProfileWindow:OnBuildButtonClicked (UnityEditor.BuildOptions)
UnityEditor.Build.Profile.BuildProfileWindow:<CreateBuildDropdownButton>b__47_2 ()
UnityEditor.Build.Profile.Elements.DropdownButton:RenderIMGUI ()
UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEventBubbleUp (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.EventDispatchUtilities:HandleEventAcrossPropagationPathWithCompatibilityEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,UnityEngine.UIElements.VisualElement,bool)
UnityEngine.UIElements.EventDispatchUtilities:DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,int,UnityEngine.Vector2)
UnityEngine.UIElements.PointerEventBase`1<UnityEngine.UIElements.PointerUpEvent>:Dispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

[./Library/PackageCache/com.unity.collections/Unity.Collections/Memory.cs line 89]



	Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

=================================================================
	Managed Stacktrace:
=================================================================
	  at <unknown> <0xffffffff>
	  at Unity.Collections.LowLevel.Unsafe.UnsafeUtility:FreeTracked <0x0006c>
	  at Array:Resize <0x00182>
	  at Unmanaged:Free <0x0004a>
	  at Unity.Collections.AllocatorManager:TryLegacy <0x00192>
	  at Unity.Collections.AllocatorManager:Try <0x0003a>
	  at AllocatorHandle:Try <0x0005a>
	  at Unity.Collections.AllocatorManager:FreeBlock <0x0005a>
	  at Unity.Collections.AllocatorManager:Free <0x00092>
	  at Unity.Collections.AllocatorManager:Free <0x0003a>
	  at Unity.Collections.AllocatorManager:Free <0x00032>
	  at Unity.Collections.LowLevel.Unsafe.UnsafeList`1:Dispose <0x000aa>
	  at UnityEngine.Rendering.SmallIntegerArray:Dispose <0x0002a>
	  at UnityEngine.Rendering.CPUSharedInstanceData:Dispose <0x0023a>
	  at UnityEngine.Rendering.InstanceDataSystem:Dispose <0x00052>
	  at UnityEngine.Rendering.RenderersBatchersContext:Dispose <0x0011a>
	  at UnityEngine.Rendering.GPUResidentDrawer:Dispose <0x005b2>
	  at UnityEngine.Rendering.GPUResidentDrawer:CleanUp <0x00042>
	  at UnityEngine.Rendering.GPUResidentDrawer:Recreate <0x0002a>
	  at UnityEngine.Rendering.GPUResidentDrawer:Reinitialize <0x00062>
	  at UnityEngine.Rendering.IGPUResidentRenderPipeline:ReinitializeGPUResidentDrawer <0x0001a>
	  at UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:CreatePipeline <0x0004a>
	  at UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline <0x0005b>
	  at UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline <0x0008a>
	  at UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal <0x0006a>
	  at <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle <0x000c7>
	  at <unknown> <0xffffffff>
	  at UnityEditor.Handles:Internal_DrawCameraWithGrid_Injected <0x00089>
	  at UnityEditor.Handles:Internal_DrawCameraWithGrid <0x000e2>
	  at UnityEditor.Handles:DrawCameraImpl <0x005e2>
	  at UnityEditor.Handles:DrawCameraStep1 <0x000b2>
	  at UnityEditor.SceneView:DoDrawCamera <0x00d52>
	  at UnityEditor.SceneView:DoOnGUI <0x00e0a>
	  at UnityEditor.SceneView:OnSceneGUI <0x0001a>
	  at UnityEngine.UIElements.IMGUIContainer:DoOnGUI <0x00a8e>
	  at UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent <0x0040a>
	  at UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint <0x0056a>
	  at UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh <0x00683>
	  at UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain <0x01732>
	  at UnityEngine.UIElements.UIR.RenderChain:Render <0x00782>
	  at UnityEngine.UIElements.UIRRepaintUpdater:Render <0x0006a>
	  at UnityEngine.UIElements.BaseVisualElementPanel:Render <0x00025>
	  at UnityEngine.UIElements.Panel:Render <0x00042>
	  at UnityEditor.UIElements.EditorPanel:Render <0x00032>
	  at UnityEngine.UIElements.UIElementsUtility:DoDispatch <0x001a2>
	  at UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent <0x000f2>
	  at UnityEngine.UIElements.UIEventRegistration:ProcessEvent <0x0008e>
	  at <>c:<.cctor>b__1_2 <0x0002a>
	  at UnityEngine.GUIUtility:ProcessEvent <0x001f9>
	  at <Module>:runtime_invoke_void_int_intptr_intptr& <0x00095>
	  at <unknown> <0xffffffff>
	  at UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck_Injected <0x000b5>
	  at UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck <0x00572>
	  at DefaultBuildMethods:BuildPlayer <0x00472>
	  at UnityEditor.BuildPlayerWindow:CallBuildMethods <0x004ba>
	  at UnityEditor.Build.Profile.BuildProfileModuleUtil:CallInternalBuildMethods <0x0002a>
	  at UnityEditor.Build.Profile.BuildProfileWindow:OnBuildButtonClicked <0x000ea>
	  at UnityEditor.Build.Profile.BuildProfileWindow:<CreateBuildDropdownButton>b__47_2 <0x00022>
	  at UnityEditor.Build.Profile.Elements.DropdownButton:RenderIMGUI <0x00404>
	  at UnityEngine.UIElements.IMGUIContainer:DoOnGUI <0x00a8e>
	  at UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent <0x0040a>
	  at UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent <0x0015a>
	  at UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent <0x00032>
	  at UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw <0x000ba>
	  at UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI <0x00522>
	  at UnityEngine.UIElements.IMGUIContainer:HandleEventBubbleUp <0x00062>
	  at UnityEngine.UIElements.EventDispatchUtilities:HandleEventAcrossPropagationPathWithCompatibilityEvent <0x013fb>
	  at UnityEngine.UIElements.EventDispatchUtilities:DispatchToCapturingElementOrElementUnderPointer <0x0038a>
	  at UnityEngine.UIElements.PointerEventBase`1:Dispatch <0x000ba>
	  at UnityEngine.UIElements.EventDispatcher:ProcessEvent <0x0016d>
	  at UnityEngine.UIElements.EventDispatcher:Dispatch <0x00132>
	  at UnityEngine.UIElements.BaseVisualElementPanel:SendEvent <0x00082>
	  at UnityEngine.UIElements.UIElementsUtility:DoDispatch <0x0058a>
	  at UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent <0x000f2>
	  at UnityEngine.UIElements.UIEventRegistration:ProcessEvent <0x0008e>
	  at <>c:<.cctor>b__1_2 <0x0002a>
	  at UnityEngine.GUIUtility:ProcessEvent <0x001f9>
	  at <Module>:runtime_invoke_void_int_intptr_intptr& <0x00095>

Any Suggestions on how to proceed would be appreciated.

1 Like

As a follow up:

I have gone and edited line 88 in Memory.cs (part of the unity.com.collections package) (the issue was on line 89)

And I decided to just to edit the line that was causing the issue:

       if (oldCount > 0)
                    UnsafeUtility.FreeTracked(oldPointer, allocator.ToAllocator);
                return newPointer;

I decided to change if (oldCount > 0) to if (oldCount >1) just to see what happens, and to my surprise the project did compile and not crash. But I don’t really understand what I’m doing technically, and the implications that this may have in game.

It’s above my paygrade. Any ideas what is happening here?

Obviously this is Unity Code and not my own, and editing it in the longrun will likely cause problems, and I’m unsure of the implications of what editing that line may do in the compiled game itself. ?

I tried the compiled builds and it seems to work without any crashes or issues.

But would still like to learn more as to why this is suddenly an issue.

1 Like

Unity, PLEASE

  1. Release the source code
  2. Charge royalties like Unreal after first million or first 500k
  3. Consider commits offered by community
  4. ???
  5. Profit

i cant use Godot

Unity please

1 Like

Seeing this just now. Can you still repro on latest minor? We have fixed multiple issues like that upon GPUResidentDrawer shutdown. It might very well be resolved now.