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Burst preview 6 crash on domain reload

Discussion in 'Burst' started by snacktime, Oct 17, 2019.

  1. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,356
    Got this first time when I made a code change while the player was running after upgrading to preview 6. I did do a restart of Unity after upgrading. Unity 2019.2.9f1.

    ========== OUTPUTTING STACK TRACE ==================

    0x00007FF6708AC2BF (Unity) scripting_object_get_class
    0x00007FF66FB11A60 (Unity) BurstCompilerService::CompileAsync
    0x00007FF6702210A9 (Unity) CreateJobReflectionData
    0x00007FF6702211F8 (Unity) CreateJobReflectionData
    0x00007FF670989633 (Unity) JobsUtility_CUSTOM_CreateJobReflectionData
    0x0000017BC617D5FC (Mono JIT Code) (wrapper managed-to-native) Unity.Jobs.LowLevel.Unsafe.JobsUtility:CreateJobReflectionData (System.Type,System.Type,Unity.Jobs.LowLevel.Unsafe.JobType,object,object,object)
    0x0000017BC617D46B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\ScriptBindings\Jobs.bindings.cs:96] Unity.Jobs.LowLevel.Unsafe.JobsUtility:CreateJobReflectionData (System.Type,Unity.Jobs.LowLevel.Unsafe.JobType,object,object,object)
    0x0000017BC617D29B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\Managed\IJobParallelFor.cs:23] Unity.Jobs.IJobParallelForExtensions/ParallelForJobStruct`1<AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob>:Initialize ()
    0x0000017BC617CD1B (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Jobs\Managed\IJobParallelFor.cs:50] Unity.Jobs.IJobParallelForExtensions:Schedule<AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob> (AwesomeTechnologies.VegetationSystem.UnityTerranCellSampleJob,int,int,Unity.Jobs.JobHandle)
    0x0000017BC617A03B (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\Terrains\UnityTerrain.cs:672] AwesomeTechnologies.VegetationSystem.UnityTerrain:SampleCellHeight (Unity.Collections.NativeArray`1<UnityEngine.Bounds>,single,UnityEngine.Rect,Unity.Jobs.JobHandle)
    0x0000017BC61738B6 (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro_VegetationCells.cs:70] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:CreateVegetationCells ()
    0x0000017BC0275C03 (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro.cs:348] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem ()
    0x0000017BC027077B (Mono JIT Code) [C:\Games\aigame\AiClient\Assets\AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\VegetationSystemPro.cs:380] AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable ()
    0x0000017C1776DD18 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    0x00007FFBABA8C010 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    0x00007FFBABA12122 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    0x00007FFBABA1B11F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    0x00007FF6708ABFC2 (Unity) scripting_method_invoke
    0x00007FF6708A5C71 (Unity) ScriptingInvocation::Invoke
    0x00007FF67085ED7B (Unity) MonoBehaviour::CallMethodIfAvailable
    0x00007FF67085CC4E (Unity) MonoBehaviour::AddToManager
    0x00007FF6709048F6 (Unity) SerializableManagedRefsUtilities::AwakeInstancesAfterBackupRestoration
    0x00007FF670863B8F (Unity) MonoManager::EndReloadAssembly
    0x00007FF67086ECE9 (Unity) MonoManager::ReloadAssembly
    0x00007FF66EEB45C3 (Unity) ReloadAllUsedAssemblies
    0x00007FF66F2D6F4C (Unity) AssetInterface::ReloadDomainIfNecesary
    0x00007FF66F2D23DE (Unity) AssetInterface::processAssetsImplementation
    0x00007FF66F2DCB5D (Unity) AssetInterface::StopAssetEditing
    0x00007FF66F2D65AE (Unity) AssetInterface::RefreshInternal
    0x00007FF66F2D3588 (Unity) AssetInterface::Refresh
    0x00007FF66F260780 (Unity) AssetDatabase::Refresh
    0x00007FF66E91530A (Unity) Application::AutoRefresh
    0x00007FF66F1CF473 (Unity) ContainerWindow::ContainerWndProc
    0x00007FFBF67763ED (USER32) CallWindowProcW
    0x00007FFBF6775FBC (USER32) DispatchMessageW
    0x00007FFBF67828D3 (USER32) IsWindowVisible
    0x00007FFBF69DFE14 (ntdll) KiUserCallbackDispatcher
    0x00007FFBF3C810C4 (win32u) NtUserPeekMessage
    0x00007FFBF6779CC2 (USER32) PeekMessageW
    0x00007FFBF677A2B9 (USER32) PeekMessageA
    0x00007FF66F1C576E (Unity) MainMessageLoop
    0x00007FF66F1C82DF (Unity) WinMain
    0x00007FF671E6B652 (Unity) __scrt_common_main_seh
    0x00007FFBF5147BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBF69ACED1 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========
     
  2. fabrizio_unity

    fabrizio_unity

    Unity Technologies

    Joined:
    May 3, 2018
    Posts:
    47
    Hello,
    sorry about the issue. Did you only upgrade burst? If you downgrade to preview 5, is everything working normally?
     
  3. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,356
    Ya burst was the only thing I upgraded, downgraded and the issue went away.
     
  4. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    416
    The code that is failing is not part of the burst package but is only in the Unity Editor, so we don't know exactly what is going on here, and why upgrading to a new version is changing this behavior.

    Ok, that's something that we will have to investigate, because I don't think that burst is working well today if a code change is happening with a domain reload while being in playmode
     
  5. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,356
    I was suspicious about Vegetation Studio seeming to be the trigger. It uses ExecuteInEditMode and OnEnable to start a number of burst jobs. But I was in the middle of something else and didn't have time to really test that theory. I'll try to find some time to do that.