Unity doesn't load since I installed 5.1.2f1 version

I updated to 5.1.2f1 version of Unity (personal) and ever since it doesn’t load. I tried reinstallation, but it didn’t help.

When I click on the Unity icon, I get “Unity Editor has stopped working” message and it closes.
Here is the problem signature from the window:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Unity.exe
Application Version: 5.1.2.53814
Application Timestamp: 55a0e071
Fault Module Name: libcef.dll
Fault Module Version: 3.2062.1930.0
Fault Module Timestamp: 54c65d74
Exception Code: c000001d
Exception Offset: 0000000001bbc353
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 4122
Additional Information 1: 1849
Additional Information 2: 1849c65267ce2967d89f315e1c3c4b82
Additional Information 3: 2dd3
Additional Information 4: 2dd3d0ba88d56711c0731cc9535babe3

I’m currently working on a project so this is interfering with my work. Does anyone have an idea how to fix this?
Thanks in advance!

The same here, except the unity doesnt crash, it just keeps loading and loading and sometimes after 10-20 mins launcher finally opens stating computer Identity has changed and I need to reactivate…

So basically once I close Unity, i cannot use it the entire day until i get some luck.

The guess (without a crash to inspect), is that a 3rd party tool like Lavasoft, Asrill, Qustodio is interfering with the browser control being used for the project browser. With 5.0 → 5.1, we switched between Gecko (firefox) to libcef (Chromium) and 3rd party tools are interfering. We’re still investigating possible solutions, but the interim it is suggested to remove these 3rd party tools or swap to the 32 bit build of Unity.

1 Like

Thanks Alex it worked for me…

Hi Alex, are you able to provide the build you use for CEF? Now that it’s loaded into the process we are unable to load our more updated version in through our plugin. This is a breaking change for us unfortunately. At least if we had your .lib files we would be able to build against the shipped CEF version for now.

@cmberryau
Interesting thought. Which case is you’re use case? You have an editor extension?

I’m thinking possible, though not sure what the right channels to provide it is. This might take a little work as if I do a manual drop without getting the infrastructure in place, it leaves us liable to keep leaving you and others behind on the current libcef we use.

Correct, yep an extension for the editor. Definitely a good idea to set it up correctly - perhaps you could publish your cef build solution to the UnityTechnologies github?

Alternate choice is to expose our APIs for it. Let me discuss with the team.

Sounds great, have you guys come to a decision yet? At the moment we’re having to extract the definitions from the libcef.dll and link against it, but your CEF API platform hash differs from hash we are getting at the same version of CEF you are using. I assume you’ve made changes to the C API.

Sorry, still getting back on track after New Years. Passing along the request.

AFAIK, we actually aren’t modifying any CEF APIs. Some build settings (like trying to generate proper pdbs, though that’s still in process) and patches, but nearly vanilla otherwise.

Thanks for that. That’s interesting that none of the APIs have been modified and I’m definitely getting a different hash to what is expected for the CEF version currently deployed with Unity. Looking forward to hearing further updates.

@ did you ever come to a decision on how to handle this? We’d like to update our editor extension.