Unity editor crash when tweaking blend shapes in SkinnedMeshRenderer::SkinOnGPU

I’m trying to use blend shapes in 2018.3.1, and Unity is crashing consistently with the following:

Application Specific Information:
abort() called

Thread 0 Crashed:: tid_307  Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib            0x00007fff633f5b66 __pthread_kill + 10
1   libsystem_pthread.dylib           0x00007fff635c0080 pthread_kill + 333
2   libsystem_c.dylib                 0x00007fff633511ae abort + 127
3   com.unity3d.UnityEditor5.x        0x0000000101050861 HandleSignal(int, __siginfo*, void*) + 81
4   libmonobdwgc-2.0.dylib            0x0000000145793375 mono_chain_signal + 79
5   libmonobdwgc-2.0.dylib            0x0000000145664e13 mono_sigsegv_signal_handler + 414
6   libsystem_platform.dylib          0x00007fff635b3f5a _sigtramp + 26
7   ???                               000000000000000000 0 + 0
8   com.unity3d.UnityEditor5.x        0x0000000100bb0bf6 SkinnedMeshRenderer::SkinOnGPU(MatrixArrayJobOutput*, bool) + 1302
9   com.unity3d.UnityEditor5.x        0x0000000100bb2b11 SkinnedMeshRenderer::UpdateSkinnedMeshes(SkinnedMeshRenderer::UpdateType, dynamic_array<SkinnedMeshRenderer*, 0ul>&) + 1057
10  com.unity3d.UnityEditor5.x        0x000000010017e949 SkinnedMeshRendererManager::UpdateAllSkinnedMeshes(SkinnedMeshRenderer::UpdateType, dynamic_array<SkinnedMeshRenderer*, 0ul>*) + 297
11  com.unity3d.UnityEditor5.x        0x0000000100bb1929 SkinnedMeshRenderer::InitializeClass()::PostLateUpdateUpdateAllSkinnedMeshesRegistrator::Forward() + 105

I’ve searched for bug reports, and while I did find this, that was supposedly fixed in 2018.1.

Anybody have any idea what could cause this, and how I might work around it?

2 Likes

It’s been years but same problem still exist. The solution is disabling gpu skinning/compute skinning.

1 Like

+1, I am constantly having my editor crash due to the SkinnedMeshRenderer. Specifically I am having trouble with the
SetBlendShapeWeight() method. Even when checking if the sharedMesh property isReadable and ensuring the sharedMesh.blendShapeCount is higher than the blendshape I am modifying. I am running this on start and having a single manager set the appearances to my characters and when doing so they set the blend shapes weights. If I disable that line of code everything is fine. I’ve also seen my editor crash, when the game is not running, from modifying the blend shape’s weight value on one of my characters. It seems like blend shapes and the skinned mesh renderer are unreliable.