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Build crashes without logs to it or why it happened

Discussion in 'Windows' started by davenirline, Jul 29, 2018.

  1. davenirline

    davenirline

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    We're working on a simulation game. When the number of entities are high enough, the game just crashes without messages or prompts or whatsoever. I looked at the logs and there's nothing there. The memory usage hovers around 2100MB to 2300MB before it crashed. This is for 64bit systems so it should be able to handle that much memory. (Or am I wrong with this?) I tried replicating in editor but nothing happens. There are no errors or weird behaviour.

    We're also using 2 threads for A* searching. It's just an infinite loop that continuously checks for A* requests queue. Could this have an effect? Do I have to stop the threads at some point and restart them.

    Where do I begin to try to fix this?
     
  2. samizzo

    samizzo

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    So this is in a build not in editor, right? You're definitely building a 64-bit player? It sounds like a 32-bit player and you're running out of memory.

    Sam
     
  3. davenirline

    davenirline

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    Yes, it's happens when running the windows build. I was hoping that I wrongly picked x86. But it's not. It's definitely 64bit. The build settings are set to Windows and x86_64.
     
  4. samizzo

    samizzo

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    That is super weird. I would attach Visual Studio and see if I could get it to crash in the IDE and see if the callstacks make any sense. Even if it crashes deep in Windows somewhere, it might still give some hints. You'd probably have to get VS to auto-download symbols from Microsoft's symbol server.

    What does the end of your log look like? Does it look like it's been cut off or does it look like your game has shut down normally?

    Sam
     
  5. davenirline

    davenirline

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    It looks like it's been cut off. Usually, in other crashes, errors are being logged. This time, there isn't any.
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    I agree with samizzo. Try attaching Visual Studio debugger to the game to try capturing the crash.
     
  7. magicbananna

    magicbananna

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    Im getting the exact same thing.
     
  8. Immu

    Immu

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    Sometimes happens to me too.
     
  9. Le-nain

    Le-nain

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    Anyone knows what happened here? It seems we're getting the same problem...

    ##utp:"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1567583844753,"processId":18120,"allocatedMemory":17930,"memoryLabels":[{"Default":1048},{"NewDelete":336},{"Thread":8},{"Manager":320},{"VertexData":528},{"Shader":1176},{"GfxDevice":7920},{"Physics":32},{"Serialization":40},{"Terrain":88},{"String":962},{"DynamicArray":640},{"PoolAlloc":-88},{"Sprites":4096},{"VR":536},{"SceneManager":280},{"Secure":8}]}

    this is the only message that is logged in before our Windows x64 build crashes. No other message, exception, crash report... Even with the managed debugger attached we couldn't get anything.
    I can't seem to find anything regarding that message anywhere either
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    That message is logged by Unity when the game is exiting. That should be the last message Unity logs.

    Did you try attaching native debugger to your game to see where it crashes?
     
  11. Le-nain

    Le-nain

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    Thank you for taking the time to post this quick reply. Yes I did attach the debugger, to no avail.

    BUT long story short (it was pretty funny so would actually be worth telling,but would probably take too long), the problem was on our side (and as one may be able to foresee with my previous parenthesis, quite a stupid/funny one, nothing to do with tech).

    I'm still glad you told me about the ##utp log, as I had never seen it before (previous project was still under 5.x) and seeing "MemoryLeaks" in the 1st 3 words doesn't make for a good omen!