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2019.3.0b1 crashes on launch

Discussion in '2019.3 Beta' started by transat, Aug 28, 2019.

  1. transat

    transat

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    I can't get any 2019.3.0b1 project - whether new or upgraded - to launch from Unity Hub on a mac. I had the same issue when I tried a12. Any ideas?
     
  2. charlesb_rm

    charlesb_rm

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    Jan 18, 2017
    Posts:
    485
    Please submit a bug using the Bug Reporter tool. It will attach all the info that we need to help you. You can post the bug number here afterwards if you want to have updates.
     
  3. seok-in-yoon

    seok-in-yoon

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    When do you come up with a fully functional version of Ray Tracing?
     
  4. Peter77

    Peter77

    QA Jesus

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  5. transat

    transat

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    @Charles_Beauchemin i can’t file a bug report alas because the bug reporter also instantly crashes. But I’ve got the mac’s own crash log if that can help.
     
  6. transat

    transat

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    2019.2 is working fine for me, btw.
     
  7. transat

    transat

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    This is the the relevant bit in my crash log. #Beta2019Win_NVIDIA ;)

    Code (CSharp):
    1. [XR] No new subsystems found in resolved package list.
    2. [Package Manager] Done registering packages in 0.01s seconds
    3. Refreshing native plugins compatible for Editor in 1.36 ms, found 0 plugins.
    4. Preloading 0 native plugins for Editor in 0.00 ms.
    5. IsTimeToCheckForNewEditor: Update time 1567179678 current 1567292243
    6. Initialize engine version: 2019.3.0b1 (78e106a973e1)
    7. [XR] Discovering subsystems at path /Applications/Unity/2019.3.0b1/Unity.app/Contents/Resources/UnitySubsystems
    8. [XR] Discovering subsystems at path /Volumes/X/X/Unity/Projects/TestDot3/Assets
    9. GfxDevice: creating device client; threaded=1
    10. 2019-09-01 08:57:23.744 Unity[96274:2015298] Color LCD preferred device: AMD Radeon Pro 560 (high power)
    11. 2019-09-01 08:57:23.744 Unity[96274:2015298] Metal devices available: 3
    12. 2019-09-01 08:57:23.745 Unity[96274:2015298] 0: AMD Radeon RX 580 (high power, removable)
    13. 2019-09-01 08:57:23.745 Unity[96274:2015298] 1: AMD Radeon Pro 560 (high power)
    14. 2019-09-01 08:57:23.745 Unity[96274:2015298] 2: Intel(R) HD Graphics 630 (low power)
    15. 2019-09-01 08:57:23.745 Unity[96274:2015298] Forcing user selected device: AMD Radeon RX 580 (high power, removable)
    16. Initializing Metal device caps: AMD Radeon RX 580
    17. [EnlightenBakeManager] m_Clear = false;
    18. Initialize mono
    19. Mono path[0] = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/Managed'
    20. Mono path[1] = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/MonoBleedingEdge/lib/mono/unityjit'
    21. Mono config path = '/Applications/Unity/2019.3.0b1/Unity.app/Contents/MonoBleedingEdge/etc'
    22. Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56274
    23. Assertion failed on expression: 'assetCacheServerEndPoints.size() > 0'
    24. (Filename: ./Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp Line: 3309)
    25.  
    26. Obtained 27 stack frames.
    27. #0  0x0000010d680df4 in AllowImportingV2()
    28. #1  0x0000010c7c1034 in Application::InitializeProject()
    29. #2  0x0000011035d44d in -[EditorApplication applicationDidFinishLaunching:]
    30. #3  0x007fff34402b96 in __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
    31. #4  0x007fff34402b10 in ___CFXRegistrationPost_block_invoke
    32. #5  0x007fff34402a7a in _CFXRegistrationPost
    33. #6  0x007fff3440af28 in ___CFXNotificationPost_block_invoke
    34. #7  0x007fff343738b4 in -[_CFXNotificationRegistrar find:object:observer:enumerator:]
    35. #8  0x007fff34372c67 in _CFXNotificationPost
    36. #9  0x007fff365f8aab in -[NSNotificationCenter postNotificationName:object:userInfo:]
    37. #10 0x007fff3199cfc4 in -[NSApplication _postDidFinishNotification]
    38. #11 0x007fff3199c917 in -[NSApplication _sendFinishLaunchingNotification]
    39. #12 0x007fff3199aa6b in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]
    40. #13 0x007fff3199a6bb in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]
    41. #14 0x007fff36642700 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]
    42. #15 0x007fff3664257d in _NSAppleEventManagerGenericHandler
    43. #16 0x007fff355c4397 in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*)
    44. #17 0x007fff355c3c29 in dispatchEventAndSendReply(AEDesc const*, AEDesc*)
    45. #18 0x007fff355c3b01 in aeProcessAppleEvent
    46. #19 0x007fff336078b7 in AEProcessAppleEvent
    47. #20 0x007fff31996abd in _DPSNextEvent
    48. #21 0x007fff3199548b in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    49. #22 0x007fff3198f5a8 in -[NSApplication run]
    50. #23 0x007fff3197eae8 in NSApplicationMain
    51. #24 0x000001103a48ff in EditorMain(int, char const**)
    52. #25 0x000001103a4c09 in main
    53. #26 0x007fff602f83d5 in start
    54. Launching bug reporter
    55. [Unity Package Manager (Upm)]
    56. Parent process [96274] was terminated
    57. QObject: Cannot create children for a parent that is in a different thread.
    58. (Parent is QNetworkAccessManager(0x7fda2516c7d0), parent's thread is QThread(0x7fda20f00bb0), current thread is Thread(0x7fda255058a0)
    59.  
     
  8. Peter77

    Peter77

    QA Jesus

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    It seems it's related to AssetDatabase v2. I think you have at least two options you can try:
    1. Delete the project "Library" folder, which forces Unity to reimport everything and perhaps does not run into the compatibility issue then.
    2. By-pass the new system as mentioned here.
    If the error can be still reproduced after step 1., I think it would be helpful to submit a bug-report as described in this document:
    https://unity3d.com/unity/qa/bug-reporting

    If you don't do it, it might be a long time until someone else reports them or until Unity Technologies find them. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.
     
    JohnC_Unity and transat like this.
  9. transat

    transat

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    @Peter77 Thanks! Deleting the Library of the new project and restarting it did the trick. And now new 2019.3 projects and updates all work.
     
    JohnC_Unity and Peter77 like this.
  10. transat

    transat

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    Except that now my updated project has decided it will no longer launch and also crashes at the asset database stage. :( And it had taken about 3 or so hours to update that library so not super keen to have to do it again. Is there maybe just one file I can delete this time instead of the whole library @Peter77 ?

    My empty 2019.3 project still seems to work, by the way.
     
  11. transat

    transat

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    Code (CSharp):
    1. Assertion failed on expression: 'artifactMetaInfo != nullptr'
    2. (Filename: ./Modules/AssetDatabase/Editor/V2/ArtifactFileSystem.cpp Line: 602)
     
  12. Peter77

    Peter77

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    I don't know, sorry.
     
  13. Arowx

    Arowx

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    Completely locking up when making a new project.

    Also locking up when opening previously working project.

    Could it be the dependency between Unity and Python scripts that are triggering malware/anti-virus detection or could there be a way for hackers to attack via Unity and that is triggering malware/anti-virus systems (python is used by about 25% of hackers) and is built into Unity.

    As this seems to happen after a win 10 critical security update, seemed fine before?

    It looks like Unity is still using Python 2.7.5, 2.7.16 is the latest 2.7 build.

    As you can see from this link 2.7.5 has a number of known security vulnerabilities https://www.cvedetails.com/vulnerab...30/version_id-160978/Python-Python-2.7.5.html
     
    Last edited: Sep 3, 2019
  14. LeonhardP

    LeonhardP

    Unity Technologies

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    Could you please use the Hub's bug reporter to submit a report with the logs and ideally the project attached to it?
    Could you please submit a bug report?
     
  15. Arowx

    Arowx

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    LOL I just opened a new project and Unity Editor locked up how do I submit a bug in this case?
     
  16. Baste

    Baste

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    If you're using the hub, it has a built-in bug reporter, which seems to go towards the same bug registry.
     
  17. kouglov

    kouglov

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    Mar 12, 2018
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    Same bug here, tested the .3b1 on a 12gb project, crash at launch.
    Impossible to send the report, because it's want to pack the entire project tho.
     
  18. Peter77

    Peter77

    QA Jesus

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    You should be able to strip down the project to only the relevant assets that cause the crash. Creating a minimal reproduce for editor crashes on import works pretty good from my experience, it just takes a bit of time.

    Here is how you would create a minimal reproduce case if the project causes the editor to crash on start:
    1. Backup Project
    2. Delete half of the assets
    3. Delete Library folder
    4. Open Project
    If it still crashed, continue to remove half of the assets, delete Library, open Unity. Rinse and repeat.

    If it does not crash, you removed the files that caused the crash. In this case, restore the files but remove all the other files. Then you have a project that already contains the files that cause issues. Now remove further assets, delete Library, open Unity. At one point you have isolated the file(s) that cause the crash and you can submit a bug-report with only the relevant stuff.
     
    Last edited: Sep 6, 2019
    kouglov and LeonhardP like this.
  19. Arowx

    Arowx

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    What if you delete a problem asset or just create a lot more problems with broken assets?
     
  20. transat

    transat

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    And what if it's precisely because of the size that we're getting the crash? I also have a very large project.
     
  21. Peter77

    Peter77

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    In this case the approach I described won't lead to the cause. From my experience, Unity is able to handle a ton of assets, it just does not scale well and gets slower the more assets you have.

    I would give it a try, perhaps it's not related to the project size. And if it is, then perhaps Unity staff has ideas what to do.
     
  22. LeonhardP

    LeonhardP

    Unity Technologies

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    If uploading via the bug reporter is not an option, you can also share the project by giving the employee who's handling your ticket access to your version control repository. QA can also supply you with an alternative cloud storage location that can deal better with larger uploads.
     
    Peter77 likes this.
  23. kouglov

    kouglov

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    Mar 12, 2018
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    Hi Peter, thank you for your message !
    I just unpacked an archive of my project before passing it to linear color space, loaded it with the last beta and it worked !
    Guess my other projects crashed because unity crashed during the process.
    Was also doing computations on the same time, Wich required a big amount of RAM.
    Maybe that's why
     
    Peter77 likes this.
  24. transat

    transat

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    I'll try uploading it via the Hub but may not get a chance to do so for a couple of days. In any case, I think I might take this as an opportunity to start my project from scratch and try avoid bloat.
     
    Peter77 likes this.
  25. LeonhardP

    LeonhardP

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    charlesb_rm, transat and Peter77 like this.
  26. transat

    transat

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    Yes, it's mostly fixed, thanks. Still getting the odd crash and endless restart afterwards though.
     
  27. Streamfall

    Streamfall

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    I concur with transat. Deleting the Library folder is sort of like giving it a good kick that actually damages something (time / settings). Is there any guide out there regarding a more selective approach to this?

    I have a different kind of crash right now, when I run the project. Yesterday it was a different thing. I'm not sure if I'm mismanaging the project or what but it has been a problem for me for a long time (generally keeping the editor stable).