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?
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?
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.