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Bug Addressables is crashing when using "Use Existing Build" Mode -Sprite::Transfer<StreamedBinaryRead>

Discussion in 'Addressables' started by CDF, Sep 5, 2020.

  1. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    I get this whenever I enter my Game scene:

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF61F75AA04 (Unity) Sprite::Transfer<StreamedBinaryRead>
    4. 0x00007FF61F76417F (Unity) Sprite::VirtualRedirectTransfer
    5. 0x00007FF620133457 (Unity) SerializedFile::ReadObject
    6. 0x00007FF6200FB479 (Unity) PersistentManager::ReadAndActivateObjectThreaded
    7. 0x00007FF6200F94E6 (Unity) PersistentManager::LoadObjectsThreaded
    8. 0x00007FF61FA25036 (Unity) LoadOperation::Perform
    9. 0x00007FF61ED9CA06 (Unity) AssetBundleLoadAssetOperation::Perform
    10. 0x00007FF61FA266F6 (Unity) PreloadManager::ProcessSingleOperation
    11. 0x00007FF61FA26D26 (Unity) PreloadManager::Run
    12. 0x00007FF61FEB0A90 (Unity) Thread::RunThreadWrapper
    13. 0x00007FF8D3027BD4 (KERNEL32) BaseThreadInitThunk
    14. 0x00007FF8D3ECCE51 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
    Hard crashes every time.
    Any ideas what could cause this?
     
  2. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Just for giggles, upgraded to 1.15.1, doesn't crash, but get that async operation handle issue:

    Code (CSharp):
    1. Exception: Attempting to use an invalid operation handle
    2. UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject].get_InternalOp () (at Library/PackageCache/com.unity.addressables@1.15.1/Runtime/ResourceManager/AsyncOperations/AsyncOperationHandle.cs:161)
    Sigh.

    **EDIT**
    Nope, still crashes.
     
  3. AdrienVR

    AdrienVR

    Joined:
    Apr 6, 2016
    Posts:
    17
    Hi, I am having a similar crash but only in Editor.

    Code (CSharp):
    1. >    Unity.exe!Sprite::Transfer<class StreamedBinaryRead>(class StreamedBinaryRead &)    Unknown
    2.      Unity.exe!Sprite::VirtualRedirectTransfer(class StreamedBinaryRead &)    Unknown
    3.      Unity.exe!SerializedFile::ReadObject(__int64,enum ObjectCreationMode,bool,class TypeTree const * *,bool *,class Object &)    Unknown
    4.      Unity.exe!PersistentManager::ReadAndActivateObjectThreaded(int,struct SerializedObjectIdentifier const &,class SerializedFile *,bool,bool,enum PersistentManager::LockFlags)    Unknown
    5.      Unity.exe!PersistentManager::LoadObjectsThreaded(int const *,int,class LoadProgress &,bool,enum PersistentManager::LockFlags)    Unknown
    6.      Unity.exe!LoadSceneOperation::Perform(void)    Unknown
    7.      Unity.exe!PreloadManager::ProcessSingleOperation(void)    Unknown
    8.      Unity.exe!PreloadManager::Run(void *)    Unknown
    9.      Unity.exe!Thread::RunThreadWrapper(void *)    Unknown
    10.      kernel32.dll!00007ff8bbb77c24()    Unknown
    11.      ntdll.dll!00007ff8bbe6d4d1()    Unknown
    Did you find any workaround? Does it happens in Editor or in Player?
     
  4. liyongunity

    liyongunity

    Joined:
    May 15, 2015
    Posts:
    3
    It appears that it's not a bug of Addressables, but AssetBundle.