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.