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Bug 2023.1.0f1 Prefab Mode Throws a load of Errors on MacOS

Discussion in 'Editor & General Support' started by SketchWork, Jun 22, 2023.

  1. SketchWork

    SketchWork

    Joined:
    Jul 6, 2012
    Posts:
    251
    Hi there,

    On MacOS (Apple Silicon) (not sure on other OS's) when I enter prefab mode from the scene view (in place prefab editor) I'm getting the errors listed below. I have also created a bug report (CASE IN-44904) with an attached project.

    Thanks, Justin

    upload_2023-6-22_10-29-29.png

    Code (csharp):
    1. ssertion failed
    2. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:197)
    and

    Code (csharp):
    1.  
    2. ArgumentNullException: Value cannot be null.
    3. Parameter name: value
    4. UnityEngine.Object+MarshalledUnityObject.ThrowException[TException] (System.String message) (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnityEngineObject.bindings.cs:708)
    5. UnityEngine.Object+MarshalledUnityObject.MarshalNullCheck[T,TException] (T obj, System.String parameterName) (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnityEngineObject.bindings.cs:630)
    6. UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) <0x307407dd0 + 0x0006b> in <6e96db5fa8a6462f846732f32e90ccf2>:0
    7. UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at /Users/bokken/build/output/unity/unity/Runtime/Export/Shaders/MaterialPropertyBlock.cs:113)
    8. UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/Utilities/Blitter.cs:268)
    9. UnityEngine.Rendering.Blitter.BlitCameraTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Rendering.RenderBufferLoadAction loadAction, UnityEngine.Rendering.RenderBufferStoreAction storeAction, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/Utilities/Blitter.cs:409)
    10. UnityEngine.Rendering.Universal.PostProcessPass.SetupBloom (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Material uberMaterial) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/Passes/PostProcessPass.cs:1225)
    11. UnityEngine.Rendering.Universal.PostProcessPass.Render (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/Passes/PostProcessPass.cs:524)
    12. UnityEngine.Rendering.Universal.PostProcessPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/Passes/PostProcessPass.cs:332)
    13. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1581)
    14. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1537)
    15. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1320)
    16. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:714)
    17. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:573)
    18. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:415)
    19. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52)
    20. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:126)
    21. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:197)
     
    Last edited: Jun 22, 2023
    wahntin likes this.
  2. SketchWork

    SketchWork

    Joined:
    Jul 6, 2012
    Posts:
    251
    To give more information, this error happens all the time when you access the prefab mode from a game object in the scene to view the in-place editor in the scene view.

    Have checked the latest version (2023.1.1f1) as well and the problem still persists. As you can see in the attached image the scene view also goes a bit screwy.
     

    Attached Files:

  3. Aquifer_Nick

    Aquifer_Nick

    Joined:
    Feb 3, 2022
    Posts:
    2
    This is also happening for me on mac, unity 2022.3.3
     
  4. Machmet

    Machmet

    Joined:
    Sep 13, 2017
    Posts:
    1
    I'm using Unity 2023.1.2f1 on Windows 11. I can confirm that it is happening only when I enter to prefab editing via hierarchy arrow. Editing prefabs from project menu doesnt trigger any problems.

    Code (CSharp):
    1. ArgumentNullException: Value cannot be null.
    2. Parameter name: value
    3. UnityEngine.Object+MarshalledUnityObject.ThrowException[TException] (System.String message) (at <58c4b21abcbb42d68edb49ddbd3aa71d>:0)
    4. UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) (at <58c4b21abcbb42d68edb49ddbd3aa71d>:0)
    5. UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at <58c4b21abcbb42d68edb49ddbd3aa71d>:0)
    6. UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/Utilities/Blitter.cs:268)
    7. UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Experimental.Rendering.RasterCommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@15.0.6/Runtime/Utilities/Blitter.cs:262)
    8. UnityEngine.Rendering.Universal.Internal.ColorGradingLutPass.ExecutePass (UnityEngine.Experimental.Rendering.RasterCommandBuffer cmd, UnityEngine.Rendering.Universal.Internal.ColorGradingLutPass+PassData passData, UnityEngine.Rendering.Universal.RenderingData& renderingData, UnityEngine.Rendering.RTHandle internalLutTarget) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/Passes/ColorGradingLutPass.cs:247)
    9. UnityEngine.Rendering.Universal.Internal.ColorGradingLutPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/Passes/ColorGradingLutPass.cs:109)
    10. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1581)
    11. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1537)
    12. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/ScriptableRenderer.cs:1313)
    13. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:714)
    14. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:573)
    15. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/Runtime/UniversalRenderPipeline.cs:415)
    16. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <58c4b21abcbb42d68edb49ddbd3aa71d>:0)
    17. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <58c4b21abcbb42d68edb49ddbd3aa71d>:0)
    18. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    I also have a second error:

    Code (CSharp):
    1. Assertion failed
    2. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
     
    Threeyes likes this.
  5. wahntin

    wahntin

    Joined:
    Sep 17, 2019
    Posts:
    83
    I'm facing a problem that leads to the same error and very similar stack trace in Unity 2022.3.5f1. The windows editor does not seem to be affected, but the Linux build of our game is currently broken because of this (stack trace below).
    I have checked on SteamOS (steam deck) and Ubuntu 23.04.

    I have tried to workarround this error, by deactivating the opaque texture in our URP rendering settings. This lead to a similar error occuring during post processing, so I deactivated this as-well. Now there is no more error, but instead of seeing the 3D scene it's just gray. The canvas elements work fine.

    I have tried Forward and Deferred rendering - both don't work.

    Code (CSharp):
    1. ArgumentNullException: Value cannot be null. Parameter name: value
    2.  
    3. UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at /home/bokken/build/output/unity/unity/Runtime/Export/Shaders/MaterialPropertyBlock.cs:113)
    4. UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:261)
    5. UnityEngine.Rendering.Blitter.BlitCameraTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Rendering.RenderBufferLoadAction loadAction, UnityEngine.Rendering.RenderBufferStoreAction storeAction, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:397)
    6. UnityEngine.Rendering.Universal.Internal.CopyColorPass.ExecutePass (UnityEngine.Rendering.Universal.Internal.CopyColorPass+PassData passData, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Rendering.CommandBuffer& cmd, System.Boolean useDrawProceduralBlit, System.Boolean disableFoveatedRenderingForPass) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/CopyColorPass.cs:188)
    7. UnityEngine.Rendering.Universal.Internal.CopyColorPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/CopyColorPass.cs:153)
    8. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1490)
    9. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1446)
    10. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1229)
    11. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:650)
    12. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:816)
    13. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:362)
    14. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at /home/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52)
    15. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at /home/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:126)
     
  6. wahntin

    wahntin

    Joined:
    Sep 17, 2019
    Posts:
    83
    Took me a lot of trial and error, but I found out, that at least for my situation it is related to the "Allow Dynamic Resolution" feature of the camera. Deactivating it on Linux makes the whole thing work for me. Maybe this helps to identify the problem or is a suitable workaround for others.
     
  7. ignacio-casal

    ignacio-casal

    Joined:
    Aug 21, 2013
    Posts:
    8
    Facing the same issue on 2022.3.2f1 using URP, no luck finding a solution yet.
    Only way around it for me is restarting the editor, super annoying :(

    EDIT: same as what @Machmet mentioned, it happens if you enter prefab mode from the game object in the scene hierarchy, but not from the project window
     
  8. wahntin

    wahntin

    Joined:
    Sep 17, 2019
    Posts:
    83
    Unfortunately I ran into the same crash on Xbox One (haven't tested Series yet). There I could not work arround, by deactivating "Allow Dynamic Resolution", so I'm currently stuck and have to wait until this is fixed.

    I found out that it's easily reproducable on linux by creating a URP 3D sample project, setting the 3d engine to Vulkan and enabling "Allow Dynamic Resolution" for the camera. I have submitted a bug report on this (IN-51435).
     
  9. greg-harding

    greg-harding

    Joined:
    Apr 11, 2013
    Posts:
    519
    We hit similar issues in 2022.3 LTS - dynamic resolution seems pretty broken in URP and is totally unusable for us. We filed bug reports a while ago (not fixed yet) and added to issues on the dynamic resolution reference/examples github (no reply).
     
  10. SoftwareGeezers

    SoftwareGeezers

    Joined:
    Jun 22, 2013
    Posts:
    898
    There are just lots of these in various form with the present editor. I get null-ptr bugs having an object selected that's moved to DontDestroyOnLoad, other of the same when an object is select and the game run, and general inconsistent faults where the editor seems to be wanting to draw the inspector interface for something when it enters runtime. Sometimes the log records a couple of errors, and sometimes it's flooded until I select a different object.

    There are clearly underlying Editor bugs.
     
  11. wahntin

    wahntin

    Joined:
    Sep 17, 2019
    Posts:
    83
    Yes, something is really broken here. Not sure if there is any other channel we can use to point unity devs to this. For us it's a very severe problem.

    PS: Link to you GitHub post, for reference: https://github.com/Unity-Technologies/DynamicResolutionSample/issues/5#issuecomment-1651005151
     
    greg-harding likes this.