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2019.3 Assertion failed on expression: 'task.rasterData.vertexBuffer == NULL'

Discussion in 'Editor & General Support' started by Aksirpg, Jan 29, 2020.

  1. Unityraptor81

    Unityraptor81

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    FunkyCoty - Can you please post the link to issuetracker. I've never found out how to search for a specific case number.
    Thanks
     
  2. Peter77

    Peter77

    QA Jesus

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    Last edited: May 20, 2020
  3. KospY

    KospY

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    I recently moved to 2019.3.14 and this issue is still there.
    Using VR with URP
     
  4. kayke

    kayke

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    We have been able to reproduce the error with and with out VR in a blank project using 2019.3.14f1

    Steps
    Create new project with 2019.3.14f1
    Create an empty scene with at least 2 particle systems
    Set the Render Mode to Mesh
    Make sure the particle systems are in view of the camera
    Hit play and the assertion errors will pop up

    We are also seeing this error pop up

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    I will add the sample project to our case.

    Doing the same test above with the steam VR plugin from the asset store creates twice as many errors. Which seems expected since it would be rendering for both eyes.

    It appears that the issue was only fixed for the render mode of billboard and not for the render mode of mesh.

    https://drive.google.com/file/d/1m0Fz4UW4hLSa8Bd3nnOjV53DbF3pZHtb/view?usp=sharing
     
    Last edited: May 20, 2020
    Stexe likes this.
  5. richardkettlewell

    richardkettlewell

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    Thanks - what is the case number?
     
  6. richardkettlewell

    richardkettlewell

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    There is a fix for a mesh particle issue coming in 2019.3.15f1 and 2018.4.24f1 that may be related to this:

    https://issuetracker.unity3d.com/is...ermanagergles-acquirebuffer-when-in-play-mode

    The issue tracker text gives no clue that it is anything to do with mesh particles.. but it is.

    Ill make sure QA check it against this fix, so we know if it’s the same issue if you can give me the case number.
     
    Last edited: May 20, 2020
  7. kayke

    kayke

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    Thank you for handling this!

    Case:
    1247954
     
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  8. kayke

    kayke

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    Ok we were able to isolate the issue even further.

    It all seems to be coming from the default shader that is used with particle systems (Particles/Standard Unlit)

    You can see on it as well it has a warning
    "The following Particle System Renderers are using this marerial with the incorrect vertex streams:"

    It has a button to "Apply To Systems" but is grayed out because it is a default material.

    If we change to a different shader we can no longer reproduce the issue.

    Looks like the best work around is just to change all of your particles to not use the default shader/material.
     
  9. richardkettlewell

    richardkettlewell

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    The built-in shader uses fast GPU instancing for mesh particle systems on supported platforms. This path is what is triggering the other bug i mentioned. Switching to some other shader will disable the GPU instancing path (presuming the other shader isn't implementing it) which means you fall back to (very) slow CPU instancing.

    So I'm feeling even more optimistic that it's the issue I mentioned, with a fix coming in .15

    An alternate workaround would be to uncheck "Enable GPU Instancing" in all your mesh particle systems, which would achieve the same thing.
     
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  10. pixilestudios

    pixilestudios

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    On 2018.4.23 and looks like it's been fixed for us. Not using VR or URP.
     
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  11. Kodo

    Kodo

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    2018.4.22f1 - not fixed
     
  12. shandan

    shandan

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    2018.4.21f1 - not fixed
     
  13. richardkettlewell

    richardkettlewell

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    Next someone is gonna tell everyone it isn't fixed in 2018.4.20f1 either!
     
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  14. richardkettlewell

    richardkettlewell

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    Hey all. Another update based on the latest information I have.

    The first issue (using particles that do not use GPU instancing) is fixed in the following released versions:

    2020.2.0a8
    2020.1.0b8

    2019.3.14f1
    2018.4.23f1

    The second issue (using particles that use GPU instancing, eg using Standard Particle shader on platforms that support particle GPU instancing, such as PC, Metal, Consoles) is fixed is the following versions:

    2020.2.0a12
    2020.1.0b10

    2019.3.15f1 (released on 28th May 2020)
    2018.4.24f1 (release planned for approx 17-19th June)

    To try and keep it simple, if you can still reproduce this issue in 2019.3.15f1 or 2018.4.24f1, please let me know. But hopefully it's gone once and for all in those versions.
     
  15. Kirajan

    Kirajan

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    2019.4.0 LTS
    Start from clean proj, standart render
    Install URP 7.4.1 from Package Manager
    Subj started
    See my render - gamma render
    Change render from gamma to linear
    Glitches started
    Change render from Linear to Gamma - no results
    Use POLYGON Arsenal and POLYGON Particle FX packs
     
    Last edited: Jun 20, 2020
  16. Unityraptor81

    Unityraptor81

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    Hey Richard,

    Do you know if the second issue (with GPU instancing) should be good on 2019.4 LTS (1f1) ?
     
  17. richardkettlewell

    richardkettlewell

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    Yep. 2019.4 is just a continuation of 2019.3 :)
     
  18. Unityraptor81

    Unityraptor81

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    thanks !
     
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  19. Fressbrett

    Fressbrett

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    Same problem here, trail renderers are the root cause for me.

    upload_2020-6-26_1-53-55.png

    Using 2019.3.9f1
     
  20. Peter77

    Peter77

    QA Jesus

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    The fixes landed in later versions.

    The easiest path to get the bug-fixes would be to update to 2019.4 LTS, which is just a continuation of 2019.3:
    https://unity3d.com/unity/qa/lts-releases

    Don't forget to backup your project before opening it in a newer Unity version.

    If the error still reproduces with Unity 2019.4 LTS, please submit a bug-report following the steps described in this document:
    https://unity3d.com/unity/qa/bug-reporting
     
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  21. funkyCoty

    funkyCoty

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    Just noting, I still sometimes get this crash while building (from a bash script build). This is 2019.4.0f1

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2. 0x00007FF7BB88A317 (Unity) GfxDevice::DrawSharedGeometryJobs
    3. 0x00007FF7BC2232F3 (Unity) GfxDeviceClient::DrawSharedGeometryJobs
    4. 0x00007FF7BCA43CE5 (Unity) DrawUtil::DrawLineOrTrailMultipleFromNodeQueue
    5. 0x00007FF7BC57418D (Unity) BatchRenderer::RenderBatch
    6. 0x00007FF7BC56EAE2 (Unity) BatchRenderer::Flush
    7. 0x00007FF7BC56F4BE (Unity) ForwardRenderLoopJob
    8. 0x00007FF7BB88AEF3 (Unity) GfxDevice::ExecuteAsync
    9. 0x00007FF7BC577826 (Unity) ForwardShaderRenderLoop::StartRenderJobs
    10. 0x00007FF7BC571E55 (Unity) ForwardShaderRenderLoop::PerformRendering
    11. 0x00007FF7BC56D2CF (Unity) DoForwardShaderRenderLoop
    12. 0x00007FF7BC557C1D (Unity) DoRenderLoop
    13. 0x00007FF7BC4FFDC5 (Unity) Camera::CustomRender
    14. 0x00007FF7BC5167E0 (Unity) Camera::StandaloneRenderToCubemap
    15. 0x00007FF7BC495727 (Unity) ProbeRenderer::RenderCube
    16. 0x00007FF7BC4CC1F2 (Unity) ReflectionProbes::RenderProbeFaces
    17. 0x00007FF7BC4CC3A7 (Unity) ReflectionProbeJob::Run
    18. 0x00007FF7BC4D037E (Unity) ReflectionProbes::UpdateRealtimeReflectionProbesTimesliced
    19. 0x00007FF7BC4C8828 (Unity) ReflectionProbes::BuiltinUpdate
    20. 0x00007FF7BD2F3706 (Unity) BuiltinRuntimeReflectionSystem_CUSTOM_BuiltinUpdate
    21. 0x000001E997B7FD55 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Experimental.Rendering.BuiltinRuntimeReflectionSystem:BuiltinUpdate ()
    22. 0x000001E997B7FBD3 (Mono JIT Code) UnityEngine.Experimental.Rendering.BuiltinRuntimeReflectionSystem:TickRealtimeProbes ()
    23. 0x000001E997B7F731 (Mono JIT Code) UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemWrapper:Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes (bool&)
    24. 0x000001E997B7F936 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___intptr& (object,intptr,intptr,intptr)
    25. 0x00007FFB80D5CBA0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    26. 0x00007FFB80CE2112 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    27. 0x00007FFB80CEB10F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    28. 0x00007FF7BD23D29E (Unity) scripting_method_invoke
    29. 0x00007FF7BD23700D (Unity) ScriptingInvocation::Invoke
    30. 0x00007FF7BD230FF5 (Unity) ScriptingInvocation::Invoke<void>
    31. 0x00007FF7BA5C9071 (Unity) Scripting::UnityEngine::Experimental::Rendering::ScriptableRuntimeReflectionSystemWrapperProxy::Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes
    32. 0x00007FF7BC518234 (Unity) ScriptableRuntimeReflectionSystem::UpdateRealtimeProbes
    33. 0x00007FF7BC510545 (Unity) RenderManager::RenderOffscreenCameras
    34. 0x00007FF7BB0911D4 (Unity) PlayerLoopController::UpdateScene
    35. 0x00007FF7BB226D68 (Unity) EndPlayerBuilding
    36. 0x00007FF7BB211ED4 (Unity) BuildPlayer
    37. 0x00007FF7BBFE9F98 (Unity) BuildPipeline::BuildPlayerInternalNoCheck
    38. 0x00007FF7BBFE7C9E (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
    39. 0x000001E98BF84E33 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool)
    40. 0x000001E98BF83A83 (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayerInternal (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions)
    41. 0x000001E98BF82EAB (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayer (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions)
    42. 0x000001E98BF8261B (Mono JIT Code) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions)
    43. 0x000001E956A5C61B (Mono JIT Code) [C:\unity\WaveBreak\Unity\Assets\ResourcesStatic\Scripts\Support\Editor\BuildSystem.cs:631] BuildSystem:Build (BuildSystem/BuildSettings_Custom,string)
    44. 0x000001E956A5318B (Mono JIT Code) [C:\unity\WaveBreak\Unity\Assets\ResourcesStatic\Scripts\Support\Editor\BuildSystem.cs:328] BuildSystem:BuildStadia ()
    45. 0x000001E950B27705 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
    46. 0x00007FFB80D5CBA0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    47. 0x00007FFB80CE2112 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    48. 0x00007FFB80CEB10F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    49. 0x00007FF7BD23D29E (Unity) scripting_method_invoke
    50. 0x00007FF7BD23700D (Unity) ScriptingInvocation::Invoke
    51. 0x00007FF7BB0852C0 (Unity) Application::ParseARGVCommands
    52. 0x00007FF7BB07C8FB (Unity) Application::FinishLoadingProject
    53. 0x00007FF7BB9FDC83 (Unity) WinMain
    54. 0x00007FF7BE9E2BE2 (Unity) __scrt_common_main_seh
    55. 0x00007FFBF09C7BD4 (KERNEL32) BaseThreadInitThunk
    56. 0x00007FFBF26ACE51 (ntdll) RtlUserThreadStart
    57. ========== END OF STACKTRACE ===========
     
  22. jmattarock_unity

    jmattarock_unity

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    Getting this error

    Assertion failed on expression: 'task.rasterData.vertexBuffer == NULL'
    UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, AtomicSafetyHandle)

    I have upgraded to 2019.4.2f1
     
  23. mat108

    mat108

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    It's not fixed at all ( 2019.3.14f1 )
     
  24. KristianDoyle

    KristianDoyle

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    Wow. I read this whole thread to see if what's going on here might have something to do with various things that go wrong with using mesh type particles (Render mode mesh), and 'Enable Mesh GPU instancing'. Suggest someone at Unity sit down, and do a lot of particle system construction using a few different meshes. Make them in Maya. Look at what your feeding in. Spawn lots of them. Test in editor, test some builds .. This is the area outside of moving through the pile of jira tickets (used to be two piles of paper on a desk in comics).
    Use this major feature. At the company. Make it robust. I'm happy to be a dedicated beta tester starting with this one. I don't do many reporting with Unity - I did my lifetime quota with other software. But this ones a doozy.
     
  25. KristianDoyle

    KristianDoyle

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    A simple reproduction ..

    New project 9f1
    Make pSystem
    In Renderer component, make render mode Mesh - choose the internal cube mesh
    Set emission Rate to 100 (not required so large - but you see the error more often)
    Duplicate the pSystem
    watch the errors stream down even before play, and lots when you play

    Assertion failed on expression: 'task.computeData.buffer == NULL'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

    New project 15f1

    Do it all the same ..
    .. no errors

    Something terribly easy to reproduce is fixed here - thank you Unity.

    I'm on the lookout for more ..
     
  26. jmattarock_unity

    jmattarock_unity

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    Still not fixed... please advise...
     
  27. richardkettlewell

    richardkettlewell

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    Please submit a bug report and reply here with the case number so I can follow it, thanks.
     
  28. HorusVision

    HorusVision

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    Jun 7, 2018
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    This worked for me... sort of. I switched to Direct3D12 (Experimental), which got rid of the error messages (and poor framerate). However, it also broke the VR camera, so I switched back to Direct3D11, yet the error messages (and poor framerate) did not return. Using Unity 2018.3.0f2
     
  29. DragonX1028

    DragonX1028

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    In 2018.4.20f1, only the error of'task.rasterData.vertexBuffer == NULL'is occurring in large numbers.
    This error is generated every time you press the Play button and leaves over 70 logs at a time. This may be due to my heavy use of trails and particles. However, I haven't found any glitches due to this error. Only the error log remains. What is this?
     

    Attached Files:

  30. Peter77

    Peter77

    QA Jesus

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    It should be fixed in Unity
    2018.4.24f1
    and newer, see here.

    If the error still reproduces with a newer version, please submit a bug-report following the steps described in this document: https://unity3d.com/unity/qa/bug-reporting
     
    glenneroo and richardkettlewell like this.
  31. DragonX1028

    DragonX1028

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    I'm using '2018.4.20f1'.
    I'm using this version because I'm using an app that only works with this version.
    '2018.4.23.f1' is newer than mine, so I don't think the bug has been fixed in my version.
     
  32. glenneroo

    glenneroo

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    As Peter77 said, it's fixed in 2018.4.24f1 and upwards, therefore you need to figure out how to upgrade your project to get to at least this version. Make a backup of your project before you do anything. Then try downloading and installing version 2018.4.24f1 and then upgrade the copy of your project and see if it still works. If not, try the next version e.g. 2018.4.25f1. The current version is 2018.4.35f1 so if you keep trying, it may eventually work. If it's not working, then you will need to debug your project and figure out why it's not working. Generally speaking, upgrading minor versions (the last number x.y.z where z is minor) will not break things so that they don't work again.
     
  33. Danielsantalla

    Danielsantalla

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    Same on 2020.3.12f1
     
  34. tessellation

    tessellation

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    We're seeing a similar native crash in WriteLineVertex on a level with some particle trails that use the basic "Mobile/Particles/Alpha Blended" shader for the trails. Latest Unity 2020.3.18f1 LTS. This one happened on a user's device running Android 11 (Xiaomi/Redmi Note 9 Pro/joyeuse).

    0 libunity.so 0x0000007d511e4584 void WriteLineVertex<false>(unsigned char*&, math::float4x4 const&, float __vector(3) const&, ColorRGBA32 const&, math::float1 const&, float, float __vector(2) const&)
    1 libunity.so 0x0000007d51685564 ParticleSystemTrailGeometryJob::ConfigurePerParticleTrailParams(ParticleLineParameters&, ParticleSystemParticles const*, unsigned long, ParticleSystemTrailGeometryJob const&, float)
    2 libunity.so 0x0000007d516845b4 ParticleSystemTrailGeometryJob::RenderJobCommon(ParticleSystemTrailGeometryJob&, void*, unsigned int)
    3 libunity.so 0x0000007d51682ce0 ParticleSystemTrailGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int)
    4 libunity.so 0x0000007d51235a7c JobQueue::Exec(JobInfo*, long long, int, bool)
    5 libunity.so 0x0000007d51235d24 JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool, bool)
    6 libunity.so 0x0000007d51235de4 JobQueue::ExecuteJobFromQueue(bool)
    7 libunity.so 0x0000007d51235f64 JobQueue::processJobs(JobQueue::ThreadInfo*, void*)
    8 libunity.so 0x0000007d512354b8 JobQueue::WorkLoop(void*)
    9 libunity.so 0x0000007d512bc860 Thread::RunThreadWrapper(void*)
    10 libc.so 0x0000007e4d1d08a8 <system symbols missing>
    11 libc.so 0x0000007e4d170ac8 <system symbols missing>
     
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  35. oliver_unity892

    oliver_unity892

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    Seeing it here today on 202.3.5f1
     
  36. killerloader

    killerloader

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    We've also been getting the same crash as tessellation, around 500 crashes over the last month.
    Mostly from Xiaomi/ LGE/ Motorola devices. On Unity 2020.3.22f1
     
  37. RaventurnPatrick

    RaventurnPatrick

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    We are seeing the same crashes as tesselation on low end devices such as the Galaxy A52:
    (on 2020.3.33f1 LTS)

    SIGSEGV 0x0000000000000000
    0
    libunity.so
    void WriteLineVertex<false>(unsigned char*&, math::float4x4 const&, float __vector(3) const&, ColorRGBA32 const&, math::float1 const&, float, float __vector(2) const&)
    1
    libunity.so
    ParticleSystemTrailGeometryJob::ConfigurePerParticleTrailParams(ParticleLineParameters&, ParticleSystemParticles const*, unsigned long, ParticleSystemTrailGeometryJob const&, float)
    2
    libunity.so
    ParticleSystemTrailGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int)
     
  38. RaventurnPatrick

    RaventurnPatrick

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    We found that when removing all "trail systems" from all particles we see a different crash that essentially replaces the old crash:


    SIGSEGV 0x0000000000000000
    libunity.so dynamic_array<GfxBuffer*, 0ul>::grow()
    libunity.so dynamic_array<GfxBuffer*, 0ul>::grow()
    libunity.so ParticleSystemGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int)
    libunity.so ParticleSystemGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int)
    ...
     
  39. Lisan

    Lisan

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    Jun 17, 2009
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    Revive topic

    We have a lot of these crashes now in Google Play console.
    "WriteLineVertex" and so on.
    Unity 2021.3.26

    Did you found a fix?


     
  40. richardkettlewell

    richardkettlewell

    Unity Technologies

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    please submit a new bug report
     
  41. Lisan

    Lisan

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    I can't submit bug report, cause all these crashes are in Google Console, we can't understand or reproduce.