Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Crash: d3d11.dll caused an Access Violation (0xc0000005) in module d3d11.dll at 0033:ef656f40.

Discussion in 'Editor & General Support' started by hoesterey, Sep 14, 2016.

  1. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    I'm not really getting a good error on this one, so its hard to track down whats going on. I can repro it almost 100% in a complex scene but its way to big to upload in the bug report. Any idea what could cause this?

    Error Log
    Unity Editor [version: Unity 5.4.0p2_38a9e1a3db04]



    d3d11.dll caused an Access Violation (0xc0000005)

    in module d3d11.dll at 0033:ef656f40.



    Error occurred at 2016-09-13_210446.

    C:\Program Files\Unity5_4\Editor\Unity.exe, run by Hoesterey.

    77% memory in use.

    16384 MB physical memory [3660 MB free].

    32767 MB paging file [15844 MB free].

    8388608 MB user address space [8378485 MB free].

    Read from location 00000061 caused an access violation.



    Context:

    RDI: 0x00000010 RSI: 0x223bd7c0 RAX: 0x135766f0

    RBX: 0x09c3e5d0 RCX: 0x135766f0 RDX: 0x00000000

    RIP: 0xef656f40 RBP: 0x223bea00 SegCs: 0x00000033

    EFlags: 0x00010202 RSP: 0x22e9ebe8 SegSs: 0x0000002b

    R8: 0x00000000 R9: 0x135766f8 R10: 0x00000000

    R11: 0x22e9eb10 R12: 0x07eaa5e0 R13: 0x09c61a40

    R14: 0x00000000 R15: 0x00000000



    Bytes at CS:EIP:

    48 0f be 42 61 4c 8d 0d e4 7f 06 00 48 83 c1 90



    Stack:

    0x22e9ebe8: 40333d07 00000001 09c3e5d0 00000000 .=3@............

    0x22e9ebf8: 00000000 00000000 3d07cf20 00004400 ........ ..=.D..

    0x22e9ec08: 09b10290 00000000 fffffffe ffffffff ................

    0x22e9ec18: 43516d98 00000001 4363b840 00000001 .mQC....@.cC....

    0x22e9ec28: 41470546 00000001 3d07cf20 00000000 F.GA.... ..=....

    0x22e9ec38: 43516818 00000001 00000000 00000000 .hQC............

    0x22e9ec48: 09c61a40 00000000 07eaa5e0 00000000 @...............

    0x22e9ec58: 4149845d 00000001 07eaa5e0 00000000 ].IA............

    0x22e9ec68: 22e9ed70 00000000 00000000 00000000 p.."............

    0x22e9ec78: 03e3e120 00000000 00000002 00000000 ...............

    0x22e9ec88: 00000004 00000000 00000002 00000000 ................

    0x22e9ec98: 21f1c680 00000000 00000000 00000000 ...!............

    0x22e9eca8: 00000002 00000001 00000000 00000000 ................

    0x22e9ecb8: 00000001 00000000 22e9ee60 00000000 ........`.."....

    0x22e9ecc8: 22e9f330 00000000 22e9f800 00000000 0.."......."....

    0x22e9ecd8: 415b2b50 00000001 405a4dfa 00000001 P+[A.....MZ@....

    0x22e9ece8: 00000001 00000000 0039f18c 00000000 ..........9.....

    0x22e9ecf8: 09c61a40 00000000 07eaa5e0 00000000 @...............

    0x22e9ed08: 22e9f330 00000000 0039ab9c 00000000 0.."......9.....

    0x22e9ed18: 0039ed30 00000000 0039e530 00000001 0.9.....0.9.....

    0x22e9ed28: 0039e560 00000000 0039e608 00000000 `.9.......9.....

    0x22e9ed38: 0008c1e8 00000001 003544e8 00000000 .........D5.....

    0x22e9ed48: 76e57e8d 00000000 0039bff8 00000000 .~.v......9.....

    0x22e9ed58: 22e9fee0 00000000 22e9fee0 0039eee8 ..."......."..9.

    Editor Log:

    LICENSE SYSTEM [2016913 19:7:10] Next license update check is after 2015-08-06T01:15:13

    Built from '5.4/patch-release' branch; Version is '5.4.0p2 (38a9e1a3db04) revision 3713505'; Using compiler version '160040219'
    OS: 'Windows 7 Service Pack 1 (6.1.7601) 64bit' Language: 'en' Physical Memory: 16384 MB
    BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 1
    Initialize mono
    Mono path[0] = 'C:/Program Files/Unity5_4/Editor/Data/Managed'
    Mono path[1] = 'C:/Program Files/Unity5_4/Editor/Data/Mono/lib/mono/2.0'
    Mono path[2] = 'C:/Program Files/Unity5_4/Editor/Data/UnityScript'
    Mono config path = 'C:/Program Files/Unity5_4/Editor/Data/Mono/etc'
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56368
    IsTimeToCheckForNewEditor: Update time 1473818861 current 1473818952
    C:/TribetoyRoot/Bloodpunk/trunk
    Loading GUID <-> Path mappings...0.000094 seconds
    Loading Asset Database...0.200199 seconds
    Audio: FMOD Profiler initialized on port 54900
    AssetDatabase consistency checks...0.052198 seconds
    Initialize engine version: 5.4.0p2 (38a9e1a3db04)
    Refreshing native plugins compatible for Editor in 15.74 ms, found 5 plugins.
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2)
    Vendor: NVIDIA
    VRAM: 4007 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Managed\UnityEngine.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Managed\UnityEditor.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Managed\Unity.Locator.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\I18N.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\I18N.West.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Managed\Unity.DataContract.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\System.Core.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Managed\Unity.IvyParser.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\System.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\System.Xml.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\Mono\lib\mono\2.0\System.Configuration.dll (this message is harmless)
    Platform assembly: C:\Program Files\Unity5_4\Editor\Data\PackageManager\Unity\PackageManager\5.4.0\Unity.PackageManager.dll (this message is harmless)
    Initializing Unity.PackageManager (PackageManager) v5.4.0 for Unity v5.4.0p2
    Setting StandaloneWindows v5.4.0 for Unity v5.4.0p2 to C:\Program Files\Unity5_4\Editor\Data\PlaybackEngines\windowsstandalonesupport
    Setting Advertisements v5.4.0 for Unity v5.4.0p2 to C:\Program Files\Unity5_4\Editor\Data\UnityExtensions\Unity\Advertisements
    UnityEngine.Advertisements.dll (Extension) GUID: 739bbd9f364b4268874f9fd86ab3beef
    Editor/UnityEditor.Advertisements.dll (Extension) GUID: 97decbdab0634cdd991f8d23ddf0dead
    Setting EditorTestsRunner v5.4.0 for Unity v5.4.0p2 to C:\Program Files\Unity5_4\Editor\Data\UnityExtensions\Unity\EditorTestsRunner
    Editor/nunit.framework.dll (Extension) GUID: 7cbab2be89b54486bbd23a6fe637d30e
    Editor/UnityEditor.EditorTestsRunner.dll (Extension) GUID: 3c0ad459c1534645b5d603b7cc258f97
    Setting GUISystem v5.4.0 for Unity v5.4.0p2 to C:\Program Files\Unity5_4\Editor\Data\UnityExtensions\Unity\GUISystem
    UnityEngine.UI.dll (Extension) GUID: f5f67c52d1564df4a8936ccd202a3bd8
    Editor/UnityEditor.UI.dll (Extension) GUID: 80a3616ca19596e4da0f10f14d241e9f
     
  2. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    Did you try updating your GPU drivers?
     
  3. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Yes. They are updated to the latest.
    upload_2016-9-14_13-23-3.png
     
  4. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Also this is new in 5.4. I never had this crash before.
     
  5. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    So, did you try updating your GPU drivers?
     
  6. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    I think you missed my post where I said I had the latest drivers and posted my DXdiag. ;) two up. As you can see I have 372.70, the latest driver. Also I did update the drivers after getting the crash, but no luck.

    I've narrowed it down to this line of code: UnityEngine.Object.Destroy(this);

    Maybe a race condition in 5.4s multithreading?


    What can I do to help you guys track this down?

    My project cannot be uploaded, its huge and its hard to create a test project for it as the error isn't really giving me anything to go by. What combination of things am I doing that causes this crash... no clue. That said everything I'm doing causes no errors if I remove that one line of code. I've tested this many many times.

    I don't know what to rip out and what to keep. Its happening a lot though, about 50% of the time when an enemy dies. Less often in a less complex scene.

    -I have friends at your Seattle office, I'd even be willing to cart in one of our teams setups so they can take a look if that's what is necessary. I was avoiding bothering them directly as I though you all might have more insight as to what would cause this error.

    -I'd be willing to have an engineer connect remotely.

    Let me know what the next steps should be. At this point though we are unable to test our game in 5.4 and 5.3 has other issues that were blocking us.
     
  7. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    (please read the previous post as well)
    Also,
    if it helps. The crash happens when calling UnityEngine.Object.Destroy on a ScriptableObject.
     
  8. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    Yes, sorry, for some reason, I haven't noticed DXDiag part...So when the crash occurs, does bug report pops up, if yes, send the report, because it will contain a dump file attached, that may provide some insight what's wrong.
     
  9. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    I did send in the bug report.

    That said most the time I send in bugs it take many months to fix, and we are unable to wait that long.

    The first thing I did is read through the error logs and such. But this: "d3d11.dll caused an Access Violation (0xc0000005)" is not something I can fix without more information or the ability to debug. It could be anything.
     
  10. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    What's the case number?
     
  11. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Thanks Tomas,
    (Case 831709)

    Let me know if there is anything I can do to help. I can even give access to our SVN if that would help. Thanks.
     
  12. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    So...before the crash there was an error "m_VB != NULL", this means vertex buffer didn't exist for some reason, but it's hard to say why.

    Things to try:
    * Run editor with -force-gfx-direct command line argument, this will disable multithreaded rendering, this might provide more info from where the faulty vertex buffer coming from.
    * Also enable Full stacktrace for errors, https://docs.unity3d.com/Manual/Console.html, don't enable it for regular messages or you'll be flood with stacktraces.
     
  13. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Thanks for the help, It is very much appreciated.

    I wasn't sure how to update a previous case number. I submitted a new one with (Case 831709) in the subject line. It went in as Case 832791


    I have this on the crash log file:
    </SystemInformation><Exception>System.NullReferenceException: Object reference not set to an instance of an object.
    at Mono.Addins.ExtensionNode.get_ChildNodes() in c:\buildslave\monodevelop\build\monodevelop\main\external\mono-addins\Mono.Addins\Mono.Addins\ExtensionNode.cs:line 224</Exception></CrashLog>


    I got a much better error log. It looks like its trying to allocate a whole tone of memory? Not sure what could possibly be trying to allocate that much memory.

    As a note:
    Probably not related but the first crash I got GUI Score was the last thing that was called before the crash.

    So I tried commenting it out. it was:

    Code (csharp):
    1.  
    2. Debug.Log("Score changed from [" + lastValue + "] to [" + value + "]");
    3.  
    The next crash I got was just after GUIScore.cs Line: 36. which is:
    Code (csharp):
    1.  
    2. Debug.Log(message);
    3.  


    Part of the error log just before the crash:
    Score changed from [0] to [1364]
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    GUIScore:SetDestructionScore(Int32) (at Assets\Game\Systems\GUI\Score\GUIScore.cs:42)
    ShipComplex:set_DestructionScore(Int32) (at Assets\Game\Systems\Ship\ShipComplex.cs:827)
    Ship:OnDeath(DamageParams, Boolean, Boolean) (at Assets\Game\Systems\Ship\Ship.cs:1902)
    VitalSystem:KillTarget(Entity, DamageParams) (at Assets\TribeSDK\Code\Vitals\VitalSystem.cs:602)
    VitalSystem:DamageVitalFloatProperty(Entity, FloatProperty, FloatProperty, DamageParams&, Boolean) (at Assets\TribeSDK\Code\Vitals\VitalSystem.cs:576)
    Ship:OnDamageStructure(DamageParams&) (at Assets\Game\Systems\Ship\Ship.cs:2171)
    Ship:OnDamage(DamageParams) (at Assets\Game\Systems\Ship\Ship.cs:1955)
    VitalSystem:DoDamage(Entity, DamageParams) (at Assets\TribeSDK\Code\Vitals\VitalSystem.cs:474)
    DamageEffect:OnEffect(Entity, EffectParams) (at Assets\TribeSDK\Code\Effect\DamageEffect.cs:43)
    EffectRecord:OnEffect(Entity) (at Assets\TribeSDK\Code\Effect\EffectRecord.cs:40)
    EffectSystem:ApplyEffect(Entity, EffectRecord) (at Assets\TribeSDK\Code\Effect\EffectSystem.cs:156)
    EffectSystem:TriggerEffect(Effect, EffectParams, Entity, String) (at Assets\TribeSDK\Code\Effect\EffectSystem.cs:97)
    EffectSystem:TriggerEffectsFromProviderOnTarget(PropertyProvider, String, EffectParams, Entity) (at Assets\TribeSDK\Code\Effect\EffectSystem.cs:112)
    ActionProvider:TriggerEffects(Entity, Entity, ActionParams) (at Assets\TribeSDK\Code\Action\ActionProvider.cs:779)
    ActionProvider:Execute(Entity, ActionParams) (at Assets\TribeSDK\Code\Action\ActionProvider.cs:499)
    ActionProvider:Deliver(Entity, ActionParams) (at Assets\TribeSDK\Code\Action\ActionProvider.cs:559)
    ActionProjectileHandler:TriggerActionAndKillProjectile(ActionProvider, Entity, Vector3) (at Assets\TribeSDK\Code\Action\ActionProjectileHandler.cs:261)
    ActionProjectileHandler:OnTriggerEnter(Collider) (at Assets\TribeSDK\Code\Action\ActionProjectileHandler.cs:92)

    (Filename: Assets/Game/Systems/GUI/Score/GUIScore.cs Line: 42)

    DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 274877906880.
    DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 274877906880.
    DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 274877906880.
    DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 274877906880.
    DynamicHeapAllocator out of memory - Could not get memory for large allocation 274877906880!
    Could not allocate memory: System out of memory!
    Trying to allocate: 274877906880B with 16 alignment. MemoryLabel: BaseObject
    Allocation happend at: Line:383 in C:\buildslave\unity\build\Runtime/Utilities/dynamic_array.h
    Memory overview

    [ ALLOC_DEFAULT ] used: 431200632B | peak: 0B | reserved: 527433728B
    [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 67108864B
    [ ALLOC_GFX ] used: 785928944B | peak: 0B | reserved: 800762872B
    [ ALLOC_CACHEOBJECTS ] used: 78307432B | peak: 0B | reserved: 85983232B
    [ ALLOC_TYPETREE ] used: 7636776B | peak: 0B | reserved: 17825792B
    [ ALLOC_PROFILER ] used: 100517376B | peak: 0B | reserved: 104857600B
    [ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 53248000B
    Could not allocate memory: System out of memory!
    Trying to allocate: 274877906880B with 16 alignment. MemoryLabel: BaseObject
    Allocation happend at: Line:383 in C:\buildslave\unity\build\Runtime/Utilities/dynamic_array.h
    Memory overview

    [ ALLOC_DEFAULT ] used: 431200632B | peak: 0B | reserved: 527433728B
    [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 67108864B
    [ ALLOC_GFX ] used: 785928944B | peak: 0B | reserved: 800762872B
    [ ALLOC_CACHEOBJECTS ] used: 78307432B | peak: 0B | reserved: 85983232B
    [ ALLOC_TYPETREE ] used: 7636776B | peak: 0B | reserved: 17825792B
    [ ALLOC_PROFILER ] used: 100517376B | peak: 0B | reserved: 104857600B
    [ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 53248000B

    0x0000000140E47B7D (Unity) AnimationEvent::Transfer<JSONRead>
    0x0000000140E49871 (Unity) AnimationEvent::Transfer<JSONRead>
    0x0000000140603183 (Unity) Renderer::Transfer<JSONWrite>
    0x00000001406004EE (Unity) Renderer::Transfer<JSONWrite>
    0x000000014060094C (Unity) Renderer::Transfer<JSONWrite>
    0x00000001401E6518 (Unity) Behaviour::Transfer<JSONWrite>
    0x00000001401E66D6 (Unity) Behaviour::Transfer<JSONWrite>
    0x00000001401E60A8 (Unity) Behaviour::Transfer<JSONWrite>
    0x00000001401E6128 (Unity) Behaviour::Transfer<JSONWrite>
    0x0000000140249D32 (Unity) Behaviour::Transfer<JSONWrite>
    0x000000014024DD71 (Unity) Behaviour::Transfer<JSONWrite>
    0x0000000140251B69 (Unity) Behaviour::Transfer<JSONWrite>
    0x0000000140259108 (Unity) Behaviour::Transfer<JSONWrite>
    0x000000014025BD36 (Unity) Behaviour::Transfer<JSONWrite>
    0x000000014025C34A (Unity) Behaviour::Transfer<JSONWrite>
    0x0000000140266442 (Unity) Behaviour::Transfer<JSONWrite>
    0x0000000140E6D135 (Unity) AnimationEvent::Transfer<JSONRead>
    0x000000005FC5C8A5 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Mesh:Clear (bool)
    0x000000005FC5C73E (Mono JIT Code) [MeshBindings.gen.cs:33] UnityEngine.Mesh:Clear ()
    0x0000000061D95ABC (Mono JIT Code) UnityEngine.UI.VertexHelper:FillMesh (UnityEngine.Mesh)
    0x0000000061DA5373 (Mono JIT Code) UnityEngine.UI.Image:GenerateSimpleSprite (UnityEngine.Mesh,bool)
    0x0000000061D8C06B (Mono JIT Code) UnityEngine.UI.Image:OnPopulateMesh (UnityEngine.Mesh)
    0x0000000061D8B4C8 (Mono JIT Code) UnityEngine.UI.Graphic:UpdateGeometry ()
    0x0000000061D8AE7C (Mono JIT Code) UnityEngine.UI.Graphic:Rebuild (UnityEngine.UI.CanvasUpdate)
    0x0000000061D8880F (Mono JIT Code) UnityEngine.UI.CanvasUpdateRegistry:performUpdate ()
    0x0000000061D87ABB (Mono JIT Code) [UICanvasBindings.gen.cs:206] UnityEngine.Canvas:SendWillRenderCanvases ()
    0x00000000060E0A7E (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
    0x000007FEE0E5519B (mono) mono_set_defaults
    0x000007FEE0DA84FD (mono) mono_runtime_invoke
    0x0000000140364E0F (Unity) Renderer::Transfer<JSONWrite>
    0x00000001404C9C2F (Unity) Renderer::Transfer<JSONWrite>
    0x000000014126E379 (Unity) Terrain::Transfer<JSONWrite>
    0x000000014046824A (Unity) Renderer::Transfer<JSONWrite>
    0x0000000140BDAC95 (Unity) GlobalGameManager::Transfer<RemapPPtrTransfer>
    0x0000000140BDC219 (Unity) GlobalGameManager::Transfer<RemapPPtrTransfer>
    0x0000000140BE40D4 (Unity) GlobalGameManager::Transfer<RemapPPtrTransfer>
    0x0000000140E422BE (Unity) AnimationEvent::Transfer<JSONRead>
    0x0000000140E438EC (Unity) AnimationEvent::Transfer<JSONRead>
    0x00000001415BFD80 (Unity) Terrain::Transfer<JSONWrite>
    0x00000000776159CD (kernel32) BaseThreadInitThunk

    (Filename: C:/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp Line: 1029)

    [CAPI] LibOVR module is located at C:\Program Files (x86)\Oculus\Support\oculus-runtime\LibOVRRT64_1.dllConnected to the server running version (prod = 1).1.7.0(build = 262766) feature version = 0. Client runs version (prod = 1).1.7.0(build = 262766) feature version = 0[HMDState] Using default profile defaultIAD changed to 60.3mm[SharedMemory] Creating factory[HMDState] Detected the active window handle changed to 501ae8ll
     
    Last edited: Sep 18, 2016
  14. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
    Sadly... without a repro case, I doubt it will be possible to investigate this further. The allocation value is indeed weird, I would assume this may be because of uninitialized memory somewhere, or memory corruption. It may happen somewhere in Unity engine itself.
     
  15. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Understood. I'll try to rip out what I can and upload something. It might be a huge upload. If it ends up being too big I'll contact some peeps at Unity Seattle and bring my box in. I'll let you know when I have something up.

    Thanks again for helping with this.

    P.s. is there a good way to update an existing bug so I'm not spamming you guys with dupes?
     
  16. Artiom-K

    Artiom-K

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    8
    You can simply reply to the confirmation letter you've received from FogBugz. The case will be automatically updated with your additional info.
     
  17. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    Too late for this time but I'll know next time thanks!
     
  18. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    We spent a night ripping the project down to size and are uploading a repro to QA now. It went in as Case 833096, the project is uploading to a cloud you can grab it from soon.
     
  19. hoesterey

    hoesterey

    Joined:
    Mar 19, 2010
    Posts:
    659
    This was fixed in the latest patch. Thanks for the help!
     
  20. Steven100

    Steven100

    Joined:
    Apr 13, 2017
    Posts:
    1
    I just installed unity 5.6.0f3, got same crash with crash in d3d11.dll. Where to get latest patch?
     
  21. laugre

    laugre

    Joined:
    Mar 4, 2016
    Posts:
    13
    Hi !
    Got the same editor crash with 5.6.0f3 and 5.6.1f1.
    Interested on how you solved it too.
    Thx
     
  22. Luke-yang

    Luke-yang

    Joined:
    Mar 20, 2015
    Posts:
    3
    Got the same editor crash with 5.6.0f3 and 5.6.1f1.

    Unity Editor [version: Unity 5.6.1f1_2860b30f0b54]

    d3d11.dll caused an Access Violation (0xc0000005)
    in module d3d11.dll at 0033:f41f0ae0.

    Error occurred at 2017-07-10_120948.
    C:\Program Files\Unity\Editor\Unity.exe, run by yl.
    37% memory in use.
    16344 MB physical memory [10150 MB free].
    32685 MB paging file [26215 MB free].
    8388608 MB user address space [8386763 MB free].
    Read from location 00000061 caused an access violation.

    Context:
    RDI: 0x00000000 RSI: 0x1b1938b0 RAX: 0x10a61aa8
    RBX: 0x00000000 RCX: 0x10a61aa0 RDX: 0x00000000
    RIP: 0xf41f0ae0 RBP: 0x1236ef70 SegCs: 0x00000033
    EFlags: 0x00010206 RSP: 0x1738eac8 SegSs: 0x0000002b
    R8: 0x00000000 R9: 0x1738e978 R10: 0x31443344
    R11: 0x1738e9f0 R12: 0x00000000 R13: 0x00000036
    R14: 0x00000180 R15: 0x11831a40

    Bytes at CS:EIP:
    48 0f be 42 61 4c 8d 0d 7c e4 04 00 48 83 c1 90

    Stack:
    0x1738eac8: 40c6278e 00000001 00000000 00000000 .'.@............
    0x1738ead8: 43c8a6e0 00000001 1738f440 00000000 ...C....@.8.....
    0x1738eae8: 00000000 00000000 1738f440 00000000 ........@.8.....
    0x1738eaf8: 40c72efb 00000001 00000000 00000000 ...@............
    0x1738eb08: 0000006c 00000000 1b1938b0 00000000 l........8......
    0x1738eb18: 1b1938b0 00000000 00000000 00000000 .8..............
    0x1738eb28: 00000000 00000000 00000000 00000000 ................
    0x1738eb38: 00000000 00000000 00000000 00000000 ................
    0x1738eb48: 00000000 00000000 07d87400 00000000 .........t......
    0x1738eb58: 40b88670 00000001 43c8a518 00000001 p..@.......C....
    0x1738eb68: 00000075 00000000 1738ec70 00000000 u.......p.8.....
    0x1738eb78: 07d874d0 00000000 00000000 00000000 .t..............
    0x1738eb88: 1738f440 00000000 00000000 00000000 @.8.............
    0x1738eb98: 00000000 00000000 00000000 00000000 ................
    0x1738eba8: 00000002 00000000 00000000 00000000 ................
    0x1738ebb8: 00000000 00000000 00000000 00000000 ................
    0x1738ebc8: 00000000 00000000 00000000 00000000 ................
    0x1738ebd8: 00000000 00000000 00000000 00000000 ................
    0x1738ebe8: 411c58ea 00000001 00106960 00000000 .X.A....`i......
     
  23. Ecocide

    Ecocide

    Joined:
    Aug 4, 2011
    Posts:
    293
    Same here... It rarely happens when leaving a scene, therefore I think it has something to do with the Destroy function
     
  24. lulitd

    lulitd

    Joined:
    Feb 20, 2016
    Posts:
    13
    I recently started getting this. I am curious as to how this was solved. I am currently using editor 5.6.1f1.

    It usually happens when I exit play mode, it hangs before crashing. I also suspect it has to do with the destroy function.
     
  25. Chrisv007

    Chrisv007

    Joined:
    Jul 24, 2017
    Posts:
    26
    Hi,

    I'm getting the same error but on Unity startup.
    I get the open/new project screen but after that it crashes. with that error in the logs:

    d3d11.dll caused an Access Violation (0xc0000005)

    I would realy like to get Unity going lol
     
    MariaLigram likes this.
  26. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,875
  27. kittik

    kittik

    Joined:
    Mar 6, 2015
    Posts:
    565
    Someone playing my game has had the exact same problem. I am using Unity 5.6.2f1. I cannot replicate this error myself on any of my computers. The player is using Windows 7 x64, if that is an important factor.

    From their description, I believe it occurs when an Object is Destroyed. It does not appear to take place on loading of scenes.

    Could Unity please advise on if there is anything I can do, or if there is going to be a hotfix for this Unity 5-based problem in the future?
     
  28. strawberrydoll

    strawberrydoll

    Joined:
    Jan 15, 2014
    Posts:
    43
    Just to chime in on this and sorry for necro, I also get a crash with this error when calling Destroy(), Clear(), or Stop() on particles or certain objects using the toon/lit shader.

    Pastebin of error.log here: https://pastebin.com/giC16MLH
     
  29. haywirephoenix

    haywirephoenix

    Joined:
    May 17, 2017
    Posts:
    101
    I always get this crash and isn't fixed in .2 or .3. Always running latest drivers.

    d3d11.dll caused an Access Violation (0xc0000005)

    in module d3d11.dll at 0033:2857bf9b.

    (Rename extension to .dmp)

    -Error reports seem to take forever to compile.
     

    Attached Files:

  30. DMinsky

    DMinsky

    Joined:
    May 20, 2012
    Posts:
    30
    Hello, same here with 2017.2.0f3
     

    Attached Files:

  31. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,589
    If you can reproduce the issue, could you please submit a bug-report following the advice given in this document?

    Unity's Bug Reporter tool collects various information about your system, such as driver versions, log files, etc that helps them to identify the problem.

    Using the bug-reporter is an important step, because it makes sure the report is in Unity Technologies bug-tracking pipeline. Using the forum is often used to add attention to an existing issue, but does not replace submitting a bug-report.

    It's from advantage to attach a project to the bug-report that UT can use to reproduce the issue and test their fix against, this is especially important for crash-bugs. If the player crashes, it normally creates a "crashes" directory next to its .exe file that contains a crash.dmp file. It proved useful to attach this crash.dmp file to the bug-report as well.

    The easier an issue can be reproduced by QA, the more likely it is to get forwarded to a developer, who might or might not work on a bug-fix for that at some point.

    After you submitted the bug-report, you receive a confirmation email with a Case number. UT often asks us to post the Case number in the forum thread, which allows them to find that bug-report if they look at your post.

    Following these steps will increase the chance that UT is looking at the issue tremendously.
     
  32. Paul_Bronowski

    Paul_Bronowski

    Joined:
    Sep 3, 2014
    Posts:
    55
    Folks, if you open your .dmp files with Visual Studio 2015/2017, you'll be able to produce stack traces that are more easily identifiable/readable for the Unity folks and other users. You can copy/paste those with your forum posts. Finding .pdb's in your local Unity installation folders and adding those paths to your symbol search path (leaving the Microsoft Symbol Server path), will help as well.

    Anecdotally... anyone on Windows 7 (I read above) and having d3d11 issues: I believe Microsoft said they were not fixing d3d11 on DX11, but you should check that. I've experienced a variety of d3d11 crashes (reporting them all) on Unity 2017 and older Unity versions, even on Win10. Most are on my older NVidia-based gfx card. Note also that NVidia's GeForce Experience overlay functionality also injects itself into the mix. I've notice some quality problems with it as well, but it seems to be stabilizing. Generally, I've been shutting it off.
     
  33. haywirephoenix

    haywirephoenix

    Joined:
    May 17, 2017
    Posts:
    101
    I have tried to send an error report on a few occasions but it seemed to take forever to compile. I am running windows 10 and a recent gfx card (Geforce GTX 1060). The Geforce Experience overlay does appear every now and then, could try disabling it.

    For now, anyone coming here looking for a solution, I have found that forcing unity's ui to run in opengl mode works flawlessly and hasn't crashed once no errors or tradeoffs, performance has increased, no more UI lag.

    Just add -force-opengl to the end of your unity shortcut:
     
  34. helgarddebarros

    helgarddebarros

    Joined:
    May 10, 2014
    Posts:
    169
    I have submitted a bug report with the same error. I don't think this has to do with Geforce, as I am getting this error on both my machines, and one has a Geforce GTX card and the other has an AMD Radeon card.
     
    daisySa likes this.
  35. m4ng4

    m4ng4

    Joined:
    Apr 17, 2013
    Posts:
    9
    This helped me!
    Did a fresh install and suddenly i got this error, tried to install old version but dident work, also tried to close almost all programs running in background and also updated drivers and did a windows update, still got the same error but after trying D:\Apps\Unity2017.3\Editor\Unity.exe -force-opengl it worked

    Thanks alot!!
     
  36. Paul_Bronowski

    Paul_Bronowski

    Joined:
    Sep 3, 2014
    Posts:
    55
    Sure - you take DX out of the execution path, and you aren't going to hit the problem. But there's still a problem in the common code path here.

    I confirmed for my old GeForce Gtx 285, that support is frozen (even on Win10) and the d3d11.dll version is dated/stuck. It would be surprising to me that NVidia would will address the problem for such an old driver set.
     
  37. haywirephoenix

    haywirephoenix

    Joined:
    May 17, 2017
    Posts:
    101
    You're welcome buddy, I'm glad this works for you too as it was giving me a headache!
     
  38. haywirephoenix

    haywirephoenix

    Joined:
    May 17, 2017
    Posts:
    101
    Totally agree, this is simply a workaround as this has been happening to me across so many unity updates without a fix.
     
  39. helgarddebarros

    helgarddebarros

    Joined:
    May 10, 2014
    Posts:
    169
    I got this from Unity today:

    Hey,
    >
    >Thanks for reporting the issue.
    >
    >We have fixed this problem and it should not appear in the latest version.
    >If you are still able to reproduce it on the latest version of Unity, please respond to this email.
    >
    >We highly appreciate your contribution. If you have further questions, feel free to contact us.
    >
    >Regards,
    >Silviu
    >Unity QA

    This is for version: Unity 2018.1.0b2
     
    mgnz likes this.
  40. mgnz

    mgnz

    Joined:
    Apr 2, 2016
    Posts:
    6
    Have you tried it, can confirm with safety? Just downloaded it and building my project - hopefully they fixed i! :)
     
  41. helgarddebarros

    helgarddebarros

    Joined:
    May 10, 2014
    Posts:
    169
    The new beta doesn't work for me yet, first have to wait until all my plug-ins are updated to work with it before I can test. I tried it and just got loads and loads of errors and the game wouldn't run.
     
  42. rorysherrousesr

    rorysherrousesr

    Joined:
    Jul 28, 2017
    Posts:
    2
    if any of you are stilling having problem, Update your Java!
     
  43. Cous

    Cous

    Joined:
    Apr 17, 2015
    Posts:
    36
    Getting
    UnityPlayer.dll caused an Access Violation (0xc0000005)
    in module UnityPlayer.dll at 0023:68b6cb7f. whenever I try to build a project? Whats the solution to this?
     
  44. rich-gg

    rich-gg

    Joined:
    Mar 26, 2018
    Posts:
    10
    doesn't help :(
     
  45. Cous

    Cous

    Joined:
    Apr 17, 2015
    Posts:
    36
    Still crashy :( Also this is effecting all Unity apps not just the ones I've made.
     
  46. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Is anyone still experiencing this issue after updating to 2018.1.0b2 or higher?
     
  47. Alanyeats

    Alanyeats

    Joined:
    Feb 20, 2016
    Posts:
    23
    Has anyone come across any more fixes? I'm working on the Unity 2017.3.0f3 and having this issue.


    [version: Unity 2017.3.0f3 (a9f86dcd79df)]

    UnityPlayer.dll caused an Access Violation (0xc0000005)
    in module UnityPlayer.dll at 0033:c93b9148.

    Error occurred at 2018-09-05_111750.
    91% memory in use.
    16270 MB physical memory [1447 MB free].
    34498 MB paging file [4165 MB free].
    134217728 MB user address space [134202519 MB free].
    Read from location 4ae8efb8 caused an access violation.

    ....
    Module 1
    C:\WINDOWS\SYSTEM32\xinput1_3.dll
    Image Base: 0x00400000 Image Size: 0x0001e000
    File Size: 107368 File Time: 2007-04-04_195422
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® DirectX for Windows®
    FileDesc: Microsoft Common Controller API
    FileVer: 9.18.944.0
    ProdVer: 9.18.944.0
    I've updated both my Java and Graphics card to the latest version
     
  48. tntfoz

    tntfoz

    Joined:
    Sep 29, 2016
    Posts:
    129
    Probably not much help to anyone here, but my experience of this crash in the past was fixed by disabling the "Graphics Jobs (Experimental)" option in the Player settings.

    I have a bad habit of enabling this option thinking I might gain an extra fps here or there and then forget I enabled it.

    After many hours scratching my head wondering why the build is suddenly crashing when it wasn't before, it dawns on me...

    Obviously if you haven't got this option selected anyway then this is of no help.
     
  49. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341


    I'm getting it on 2017.4.0f1. I have a case open with Unity but no response.​
     
  50. grizzly

    grizzly

    Joined:
    Dec 5, 2012
    Posts:
    357
    There are possibly two separate issues here. Access Violation (0xc0000005) errors are memory related, however, the first one reported by the OP is stemming from DX11 (d3d11.dll) and the other from the engine itself (UnityPlayer.dll).

    For those with the latter (UnityPlayer.dll) you may find a fix in versions 2018.1.0b11, 2017.4.1f1, 2017.2.2p2, 2017.1.3p3 or 5.6.5p3; according to this post https://stackoverflow.com/a/49703357/9481503

    For those with the DX11 (d3d11.dll) issue, I believe it's a GPU resource bug in at least one of Unity's rendering pipelines. After many (many) hours pulling my project apart I've (somewhat unexpectedly) discovered that switching from Deferred to Forward rendering has alleviated the crashing. Although not ideal (I'm losing >25% FPS in Forward), it may be workable for you.

    I do hope Unity will respond to the bug reports. Just googling "d3d11.dll caused an Access Violation (0xc0000005)" will return plenty of results related to Unity...