Hello, I was using the Unity version 2020.3.11 and I switched to 2021.3.21 this week. But I am getting “Unity has stopped working” error on new editor and it crashes frequently by this crash logs:
=================================================================
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:
=================================================================
=================================================================
Received signal SIGSEGV
Obtained 10 stack frames
0x00007ff7dab2ae23 (Unity) GUIView::ProcessInputEventFromAPI
0x00007ff7dab2acf8 (Unity) GUIView::ProcessInputEvent
0x00007ff7db07538e (Unity) GUIView::smile:oPaint
0x00007ff7db07e6cd (Unity) GUIView::RepaintAll
0x00007ff7dabfc603 (Unity) Application::TickTimer
0x00007ff7db051aaa (Unity) MainMessageLoop
0x00007ff7db05637b (Unity) WinMain
0x00007ff7dc432e1e (Unity) __scrt_common_main_seh
0x00007ffe578726bd (KERNEL32) BaseThreadInitThunk
0x00007ffe57aaa9f8 (ntdll) RtlUserThreadStart
I don’t know why and how this happening. It can happen at anytime. There is no spesific reason. I am working at 3D URP project on Windows 10.
Thanks for answer. My drivers are updated. I just reset my computer and set up Windows again. The error was there before and after the reset. So I don’t think it’s about drivers or Windows. I tried to delete Library folder and it didn’t work. And there is no custom inspector.
But it could be about shaders or materials, because I get this error when I’m trying to change materials mostly. Also I’ve attached the editor log.
8932797–1224636–Editor.txt (92 KB)
It does seem like it has something to do with shader (compilation), as that is the last step before the crash.
Can you let it crash and then make a crash bug report using the popup window?
If you have any sort of VPN or Antivirus, it may make sense to disable them and go offline a while (to maintain security), and then try to continue work with them disabled. “SIGSEGV” errors, from what I’ve seen over the years, often occur when Antiviruses or VPN’s are accessing some part of the system memory and locking it from being accessed by Unity at the same time. It’s not common, but it definitely does happen and whitelisting Unity in an antivirus often helps, or disabling those apps altogether while working in Unity sometimes is needed as well.
Interesting, I associate them with GPU issues.
Probably just a generic code
@DevDunk I’ve submitted the bug report.
@tsibiski I don’t use any VPN or Antivirus (using Windows Firewall only, if it is count) but thanks for your answer.
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@DevDunk Are there any news regard this problem? I’m getting tired to work with it.
I’m not from Unity, so not from me haha
You can check the status of the report in jira
Oh sorry, I thought so based on your post number and your name containing the word “Dev” (kinda Dev from Unity) hahaha.
I am also getting this issue. I can build a sample project fine. But an empty scene in our own project crashes.
the last few lines indicate it was compiling the URL default shaders.
“Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “ScenePickingPass” (vp)”
I found that my error was simply that our project it too big to build with just 16 GB of ram, I upgraded to 64GB and builds work perfectly.
Seems Unity don’t handle when your run out of memory very well.
unity has more bugs than the amazon rainforest