Worked on 5.0.3 but crash at all browsers on 5.2.0f3

Hello,
I got a case when my app, which I created so far ago on 5.0.3 worked well but with a bad performance. I have stopped developing ad decide to check it again on new Unity versions.
Today I tried to build it using last Unity 5.2.0f3, but get an error which I never met in previous versions. Also didn’t find any information about it. Here it is:

Uncaught abort(115) at Error
    at jsStackTrace (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:1:21628)
    at stackTrace (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:1:21811)
    at abort (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:34:51978)
    at Array.LVn (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:27:683329)
    at DTa (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:21:166548)
    at CTa (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:21:165424)
    at A8b (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:19:459199)
    at Z8b (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:19:490305)
    at Fue (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:10:476307)
    at wCb (http://rifolio.com/preview/tabletop/WebGL256mb/Release/WebGL256mb.js:16:732481)
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.

What can be a reason of it? Is it some kind of Unity bug or something else?

Could you please try in Development Mode ? (to get a more useful callstack)

I didn’t find any helpful info there also
screen1

screen2

detailed in firefox

This looks like the main js file is incomplete. Either your file or the download got corrupted.

I have build that project about 10 times without any error. Uploading was successful also

what callstack do you get using a Development build ?

I have placed screenshots of Development build in post #3 just above

I’d like to see a screenshot like the one in post #1.

here it is
webgl error

Looks like Firefox give more info
log

Module.printErr() Minimal:27
abort() Minimal.js:34
LVn() Minimal.js:27
DTa() Minimal.js:21
CTa() Minimal.js:21
A8b() Minimal.js:19
Z8b() Minimal.js:19
Fue() Minimal.js:10
wCb() Minimal.js:16
cVd() Minimal.js:18
uPn() Minimal.js:27
Runtime.dynCall() Minimal.js:1
Browser_mainLoop_runner/<() Minimal.js:1
Browser.mainLoop.runIter() Minimal.js:1
Browser_mainLoop_runner() Minimal.js:1

screenshot

Are you sure that’s the Development build ? The path of the build (Release/Minimal.js) and minification of the js, indicate that’s the Release one.

sorry, kind of my mistake. I made so many test already. I will rebuild it again and upload it in 10minutes

I have uploaded to http://rifolio.com/preview/tabletop/WebGL256mb/ May be better to check it by your own cause log is too big. Images here
img1

img2

img3

Looks like something is going wrong in the particle systems. Could you try to disable them ?

The stack trace looks familiar to me, and might be a ParticleSystem related stripping bug I recently fixed. Does disabling “Strip Engine Code” in player settings work around the issue?

I didn’t use particle system in that project at all. I will try to disable Strip Engine Code

So, that works without StripEngineCode… But how? How i said before I had same setting in 5.0.3. And what exactly that Stripping does?

And also I still can’t understand what is the reason on crash on the last step of the app, if you scroll down a list for a while. Now links to uploaded images is wrong, and even that case after trying to load them I getting that memory error.

I have checked a lot of topics about how to correctly load textures, and in my case app loads 16 textures maximum and keeps only them in a memory.

P.S. Finally I could connect profiler and get some info… looks like there are not cloned materials in a project, and the reason is different
profiler Memory screenshot

Strip Engine code tells Unity to strip parts of the code which are not being used. It should normally always be enabled, but it may sometimes cause bugs where parts are being stripped which are still needed, which is the case here (and will be fixed in 5.3). If you are not using ParticleSystem in the project, look for ParticleSystem or ParticleRenderer in your script code (including third party plugins), and remove that. Then you should be able to turn stripping on again without the crash.

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Thanks for help and explanation! :wink: