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Question Calling ArchetypeChunk.GetNativeArray() with generic type throws exception in builds

Discussion in 'Project Tiny' started by NagaChiang, Dec 9, 2020.

  1. NagaChiang

    NagaChiang

    Joined:
    Sep 17, 2020
    Posts:
    13
    The call stack in wasm build looked like:
    Code (CSharp):
    1. il2cpp::os::CrashHelpers::CrashImpl()
    2. il2cpp::os::CrashHelpers::Crash()
    3. tiny::vm::Exception::Raise(char const*)
    4. tiny::vm::Exception::Raise(Il2CppException*)
    5. Unity.Entities.ArchetypeChunk.GetNativeArray<TestComponent>(Unity.Entities.ArchetypeChunk* this, Unity.Entities.ComponentTypeHandle`1<TestComponent> chunkComponentTypeHandle)_1A2F49CFDE7818D7
    6. GenericJob_Execute_m5A535D7AEC1C09F2265FE73601EA3F293114A3D1
    7. ...
    Here is the minimum code I could find to reproduce:
    Code (CSharp):
    1. using Unity.Burst;
    2. using Unity.Collections;
    3. using Unity.Entities;
    4. using Unity.Mathematics;
    5.  
    6. public class ApplySystem : SystemBase
    7. {
    8.     protected override void OnUpdate()
    9.     {
    10.         Entities.ForEach((in TestComponent test) => { }).ScheduleParallel();
    11.     }
    12. }
    13.  
    14. public class GenericSystem<T> : SystemBase
    15.     where T : struct, IComponentData
    16. {
    17.     [BurstCompile]
    18.     private struct GenericJob : IJobChunk
    19.     {
    20.         [ReadOnly] public ComponentTypeHandle<T> GenericType;
    21.  
    22.         public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
    23.         {
    24.             NativeArray<T> generics = chunk.GetNativeArray(GenericType);
    25.         }
    26.     }
    27.  
    28.     private EntityQuery Query;
    29.  
    30.     protected override void OnCreate()
    31.     {
    32.         EntityManager.CreateEntity(ComponentType.ReadOnly<T>());
    33.         Query = GetEntityQuery(ComponentType.ReadOnly<T>());
    34.     }
    35.  
    36.     protected override void OnUpdate()
    37.     {
    38.         GenericJob job = new GenericJob
    39.         {
    40.             GenericType = GetComponentTypeHandle<T>(true),
    41.         };
    42.  
    43.         job.Run(Query);
    44.     }
    45. }
    46.  
    47. public class TestSystem : GenericSystem<TestComponent> {}
    48.  
    49. public struct TestComponent : IComponentData
    50. {
    51.     public float3 Value;
    52. }
    I'm using Unity 2020.1.12f1 and Tiny 0.31.0. This exception only happened in builds. I didn't know where the log of windows builds is, but it crashed.