Hi, I am getting the same 120 error on the instance of Application.LoadLevel, but on random basis.
I have a lot of scenes, and sometimes the error appears with the first click to change the scenes, sometimes it appears after using it for sometime.
When I build with a development build, or full exception handling to debug it, I usually do not get that error, but I get memory related errors, which I guess because of the larger size of the debug build and is not related to the original build.
I am using unity 5.2.3f1, but something like that error appeared on earlier versions of unity too.
Here is my log on firefox.
01pro.js:1:184476
120 index_facebook.html:330:9
120 index_facebook.html:334:7
Invoking error handler due to
uncaught exception: abort(120) at jsStackTrace@/Release/01pro.js:1:21890
stackTrace@/Release/01pro.js:1:22073
abort@/Release/01pro.js:48:52896
XIq@/Release/01pro.js:41:66217
_Ua@/Release/01pro.js:25:149962
VUa@/Release/01pro.js:25:146660
uXb@/Release/01pro.js:23:193450
vXb@/Release/01pro.js:23:193805
NWb@/Release/01pro.js:23:164072
ZOb@/Release/01pro.js:26:721095
JWa@/Release/01pro.js:25:184274
ACb@/Release/01pro.js:26:278354
BCb@/Release/01pro.js:26:287832
ZDb@/Release/01pro.js:26:336011
vDb@/Release/01pro.js:26:319632
xDb@/Release/01pro.js:26:320243
mDb@/Release/01pro.js:26:310756
qWd@/Release/01pro.js:19:141965
sCq@/Release/01pro.js:41:37630
Runtime.dynCall@/Release/01pro.js:1:5961
Browser_mainLoop_runner/<@/Release/01pro.js:1:202365
Browser.mainLoop.runIter@/Release/01pro.js:1:240371
Browser_mainLoop_runner@/Release/01pro.js:1:202261
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information. UnityConfig.js:76:9
uncaught exception: abort(120) at jsStackTrace@/Release/01pro.js:1:21890
stackTrace@/Release/01pro.js:1:22073
abort@/Release/01pro.js:48:52896
XIq@/Release/01pro.js:41:66217
_Ua@/Release/01pro.js:25:149962
VUa@/Release/01pro.js:25:146660
uXb@/Release/01pro.js:23:193450
vXb@/Release/01pro.js:23:193805
NWb@/Release/01pro.js:23:164072
ZOb@/Release/01pro.js:26:721095
JWa@/Release/01pro.js:25:184274
ACb@/Release/01pro.js:26:278354
BCb@/Release/01pro.js:26:287832
ZDb@/Release/01pro.js:26:336011
vDb@/Release/01pro.js:26:319632
xDb@/Release/01pro.js:26:320243
mDb@/Release/01pro.js:26:310756
qWd@/Release/01pro.js:19:141965
sCq@/Release/01pro.js:41:37630
Runtime.dynCall@/Release/01pro.js:1:5961
Browser_mainLoop_runner/<@/Release/01pro.js:1:202365
Browser.mainLoop.runIter@/Release/01pro.js:1:240371
Browser_mainLoop_runner@/Release/01pro.js:1:202261
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information
Here is the error I get from the development build.
It looks different, but it happens usually at the same time for the release build error.
I want to get rid of this crash to start publishing my work, so thank you for advance.
warning: a problem occurred in builtin C++ name demangling; build with -s DEMANGLE_SUPPORT=1 to link in libcxxabi demangling index2.html:220:7
Invoking error handler due to
uncaught exception: abort() at jsStackTrace@http://localhost:810/Development/01pro.js:1205:13
stackTrace@http://localhost:810/Development/01pro.js:1222:22
abort@http://localhost:810/Development/01pro.js:3790079:44
_abort@http://localhost:810/Development/01pro.js:8473:7
_free@http://localhost:810/Development/01pro.js:3747114:3
__ZN13MemoryManager12LowLevelFreeEPvj [MemoryManager::LowLevelFree(void*, unsigned int)]@http://localhost:810/Development/01pro.js:581419:3
__ZN17LowLevelAllocator4FreeEPvj [LowLevelAllocator::Free(void*, unsigned int)]@http://localhost:810/Development/01pro.js:584779:2
__ZN21UnityDefaultAllocatorI17LowLevelAllocatorE10DeallocateEPv [Deallocate? UnityDefaultAllocator<LowLevelAllocator?>(void*)]@http://localhost:810/Development/01pro.js:583145:2
__ZN13MemoryManager10DeallocateEPvRK10MemLabelId [MemoryManager::smile:eallocate(void*, MemLabelId?&)]@http://localhost:810/Development/01pro.js:581095:4
__Z19free_alloc_internalPvRK10MemLabelId [free_alloc_internal(void*, MemLabelId?&)]@http://localhost:810/Development/01pro.js:580507:2
__ZN14SharedMeshDataD2Ev [SharedMeshData?D()]@http://localhost:810/Development/01pro.js:2008165:3
__ZN2UI14CanvasRenderer13SyncVertexPtrENS0_8SyncFlagE [UI::CanvasRenderer::SyncVertexPtr?N()]@http://localhost:810/Development/01pro.js:1192123:5
__ZN2UI14CanvasRenderer17SyncDirtyElementsEv [UI::CanvasRenderer::SyncDirtyElements()]@http://localhost:810/Development/01pro.js:1191604:3
__ZN2UI13CanvasManager20UpdateDirtyRenderersEPNS_6CanvasE [UI::CanvasManager::UpdateDirtyRenderers(UI::Canvas*)]@http://localhost:810/Development/01pro.js:1199709:4
__ZN2UI6Canvas13UpdateBatchesEb [UI::Canvas::UpdateBatches(bool)]@http://localhost:810/Development/01pro.js:1197769:2
__ZZN2UI23InitializeCanvasManagerEvEN18WillRenderCanvases7ForwardEv [undefined?Z()]@http://localhost:810/Development/01pro.js:1707700:3
__Z10PlayerLoopbbP10IHookEvent [PlayerLoop(bool, bool, IHookEvent?*)]@http://localhost:810/Development/01pro.js:808650:4
__ZL8MainLoopv [MainLoop()]@http://localhost:810/Development/01pro.js:1713223:3
dynCall_v@http://localhost:810/Development/01pro.js:3784317:3
Runtime.dynCall@http://localhost:810/Development/01pro.js:322:14
Browser_mainLoop_runner/<@http://localhost:810/Development/01pro.js:9420:13
Browser.mainLoop.runIter@http://localhost:810/Development/01pro.js:11276:13
Browser_mainLoop_runner@http://localhost:810/Development/01pro.js:9416:9
UnityConfig.js:76:9
uncaught exception: abort() at jsStackTrace@http://localhost:810/Development/01pro.js:1205:13
stackTrace@http://localhost:810/Development/01pro.js:1222:22
abort@http://localhost:810/Development/01pro.js:3790079:44
_abort@http://localhost:810/Development/01pro.js:8473:7
_free@http://localhost:810/Development/01pro.js:3747114:3
__ZN13MemoryManager12LowLevelFreeEPvj [MemoryManager::LowLevelFree(void*, unsigned int)]@http://localhost:810/Development/01pro.js:581419:3
__ZN17LowLevelAllocator4FreeEPvj [LowLevelAllocator::Free(void*, unsigned int)]@http://localhost:810/Development/01pro.js:584779:2
__ZN21UnityDefaultAllocatorI17LowLevelAllocatorE10DeallocateEPv [Deallocate? UnityDefaultAllocator<LowLevelAllocator?>(void*)]@http://localhost:810/Development/01pro.js:583145:2
__ZN13MemoryManager10DeallocateEPvRK10MemLabelId [MemoryManager::smile:eallocate(void*, MemLabelId?&)]@http://localhost:810/Development/01pro.js:581095:4
__Z19free_alloc_internalPvRK10MemLabelId [free_alloc_internal(void*, MemLabelId?&)]@http://localhost:810/Development/01pro.js:580507:2
__ZN14SharedMeshDataD2Ev [SharedMeshData?D()]@http://localhost:810/Development/01pro.js:2008165:3
__ZN2UI14CanvasRenderer13SyncVertexPtrENS0_8SyncFlagE [UI::CanvasRenderer::SyncVertexPtr?N()]@http://localhost:810/Development/01pro.js:1192123:5
__ZN2UI14CanvasRenderer17SyncDirtyElementsEv [UI::CanvasRenderer::SyncDirtyElements()]@http://localhost:810/Development/01pro.js:1191604:3
__ZN2UI13CanvasManager20UpdateDirtyRenderersEPNS_6CanvasE [UI::CanvasManager::UpdateDirtyRenderers(UI::Canvas*)]@http://localhost:810/Development/01pro.js:1199709:4
__ZN2UI6Canvas13UpdateBatchesEb [UI::Canvas::UpdateBatches(bool)]@http://localhost:810/Development/01pro.js:1197769:2
__ZZN2UI23InitializeCanvasManagerEvEN18WillRenderCanvases7ForwardEv [undefined?Z()]@http://localhost:810/Development/01pro.js:1707700:3
__Z10PlayerLoopbbP10IHookEvent [PlayerLoop(bool, bool, IHookEvent?*)]@http://localhost:810/Development/01pro.js:808650:4
__ZL8MainLoopv [MainLoop()]@http://localhost:810/Development/01pro.js:1713223:3
dynCall_v@http://localhost:810/Development/01pro.js:3784317:3
Runtime.dynCall@http://localhost:810/Development/01pro.js:322:14
Browser_mainLoop_runner/<@http://localhost:810/Development/01pro.js:9420:13
Browser.mainLoop.runIter@http://localhost:810/Development/01pro.js:11276:13
Browser_mainLoop_runner@http://localhost:810/Development/01pro.js:9416:9
These two errors are most likely identical. The difference is that a development build will give you more information on the error, so instead of saying abort 120, it will give you a full stack trace instead.