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AssetBundleManager editor crash

Discussion in 'Editor & General Support' started by Simontzky, Jan 19, 2018.

  1. Simontzky

    Simontzky

    Joined:
    Mar 11, 2015
    Posts:
    8
    Hey guys,

    I struggle with issues from loading and unloading asset bundles for past few days.

    We work with asset bundles that we load from cache, local or server. Asset bundles are unloaded after we get reference for the bundle and trigger safe unload with
    Code (csharp):
    1. downloadedBundle.Unload(false)
    .

    For some reason we have crashes of both Editor and Player (on both platforms). And editor.log showed us only trace from Unity internal AssetBundleManager:

    Code (csharp):
    1.  
    2. 0x00000001403AD44A (Unity) GetAllScenePathsFromAssetBundle
    3. 0x00000001403ADE13 (Unity) AssetBundleManager::UnloadAssetBundle
    4. 0x0000000141B252C6 (Unity) DownloadHandlerAssetBundle::PerformAbort
    5. 0x00000001406D38DA (Unity) BackgroundJobQueue::ExecuteMainThreadJobs
    6. 0x000000014071E892 (Unity) `InitPlayerLoopCallbacks'::`5'::EarlyUpdateExecuteMainThreadJobsRegistrator::Forward
    7. 0x000000014071CA60 (Unity) PlayerLoop
    8. 0x00000001411DE245 (Unity) PlayerLoopController::UpdateScene
    9. 0x00000001411DF7C8 (Unity) PlayerLoopController::UpdateSceneIfNeeded
    10. 0x00000001411E9BDD (Unity) Application::TickTimer
    11. 0x000000014140EB0F (Unity) MainMessageLoop
    12. 0x00000001414103B5 (Unity) WinMain
    13. 0x0000000141E643A8 (Unity) __tmainCRTStartup
    14. 0x00007FFB40081FE4 (KERNEL32) BaseThreadInitThunk
    15. 0x00007FFB40BDEFB1 (ntdll) RtlUserThreadStart
    16.  
    Any clues how to get rid of this?
     
    mkg2w likes this.
  2. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,419
    If you are able to reproduce this issue, could you please submit a bug-report, following the advice given in this document? Unity should never crash, regardless of what one is doing and if you submit a bug-report, it allows Unity Technologies to repair their software.
     
  3. mkg2w

    mkg2w

    Joined:
    Aug 19, 2013
    Posts:
    49
    We get the same error when working on a game with multiple asset bundles. Have you found a solution?
    We're using Unity 2017.0.3p2.
    Oddly, it always crashes in the Editor, and sometimes crashes on an Android build.

     
  4. jisomark

    jisomark

    Joined:
    Dec 12, 2013
    Posts:
    10
    Similar problem here. We had major crashes from the same stack, got rid of 90% of them by changing the ordering of certain cleanup happening (asset bundle unload vs unload all unused assets) because xcode stack showed bad memory access, but still 10% of them persist.
     
  5. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,419
    Could you please submit a bug-report, following the advice given in this document? This allow Unity Technologies to look into it and ultimately fix the problem. It costs you some time to submit the issue, but it's a win-win for everybody in the long run :)
     
  6. rockyip

    rockyip

    Joined:
    Jul 23, 2012
    Posts:
    10
    I have the same problem in my project, randomly crash on 2017.3.0f3, and 100% crash in both 2017.3.1p1 and 2017.3.1p2.
    And I cannot report bug in the Unity, it freeze after clicking submit...

    Receiving unhandled NULL exception
    Obtained 25 stack frames.
    #0 0x000001007d85f4 in GetAllScenePathsFromAssetBundle(AssetBundle&, std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >&)
    #1 0x000001007d89dc in AssetBundleManager::UnloadAssetBundle(AssetBundle*)
    #2 0x0000010234b931 in DownloadHandlerAssetBundle::performAbort(DownloadHandlerAssetBundle*)
    #3 0x00000100bce6ca in BackgroundJobQueue::ExecuteMainThreadJobs()
    #4 0x00000100c2da7a in InitPlayerLoopCallbacks()::EarlyUpdateExecuteMainThreadJobsRegistrator::Forward()
    #5 0x00000100c2f8a6 in PlayerLoop()
    #6 0x000001019a3fc7 in PlayerLoopController::UpdateScene(bool)
    #7 0x0000010199f87c in PlayerLoopController::UpdateSceneIfNeeded()
    #8 0x0000010199eba4 in Application::TickTimer()
    #9 0x007fffbdb1be0f in __NSFireTimer
    #10 0x007fffbc091c54 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    #11 0x007fffbc0918df in __CFRunLoopDoTimer
    #12 0x007fffbc09143a in __CFRunLoopDoTimers
    #13 0x007fffbc088b81 in __CFRunLoopRun
    #14 0x007fffbc088114 in CFRunLoopRunSpecific
    #15 0x007fffbb5e8ebc in RunCurrentEventLoopInMode
    #16 0x007fffbb5e8cf1 in ReceiveNextEventCommon
    #17 0x007fffbb5e8b26 in _BlockUntilNextEventMatchingListInModeWithFilter
    #18 0x007fffb9b7fa54 in _DPSNextEvent
    #19 0x007fffba2fb7ee in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    #20 0x007fffb9b743db in -[NSApplication run]
    #21 0x007fffb9b3ee0e in NSApplicationMain
    #22 0x000001006d3517 in EditorMain(int, char const**)
    #23 0x000001006d3999 in main
    #24 0x007fffd180f235 in start
     
  7. jisomark

    jisomark

    Joined:
    Dec 12, 2013
    Posts:
    10
  8. korober

    korober

    Joined:
    Jan 20, 2015
    Posts:
    14
    Hase same issue, Unity 2017.3p4.
    Unity has crash every time. Sent bug report, but I can't reproduce it in simple project, only in my client-server app.

    Code (CSharp):
    1.  
    2. ========== OUTPUTING STACK TRACE ==================
    3.  
    4. 0x00000001403AF6EA (Unity) GetAllScenePathsFromAssetBundle
    5. 0x00000001403B00B3 (Unity) AssetBundleManager::UnloadAssetBundle
    6. 0x0000000141B25386 (Unity) DownloadHandlerAssetBundle::PerformAbort
    7. 0x00000001406D4C0A (Unity) BackgroundJobQueue::ExecuteMainThreadJobs
    8. 0x000000014071F742 (Unity) `InitPlayerLoopCallbacks'::`5'::EarlyUpdateExecuteMainThreadJobsRegistrator::Forward
    9. 0x000000014071D920 (Unity) PlayerLoop
    10. 0x00000001411DEDE5 (Unity) PlayerLoopController::UpdateScene
    11. 0x00000001411E0368 (Unity) PlayerLoopController::UpdateSceneIfNeeded
    12. 0x00000001411EA78D (Unity) Application::TickTimer
    13. 0x000000014141035F (Unity) MainMessageLoop
    14. 0x0000000141411C1C (Unity) WinMain
    15. 0x0000000141E66278 (Unity) __tmainCRTStartup
    16. 0x00007FFBE8991FE4 (KERNEL32) BaseThreadInitThunk
    17. 0x00007FFBE8ACF061 (ntdll) RtlUserThreadStart
    18.  
    19. ========== END OF STACKTRACE ===========
    20.