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Crash reporter missing symbols

Discussion in 'Unity Cloud Diagnostics' started by fdmfdm, Jul 16, 2018.

  1. fdmfdm

    fdmfdm

    Joined:
    Feb 14, 2014
    Posts:
    3
    to test the crash reporter of 2018 I tried crashing a build with this code:

    public class Crasher : MonoBehaviour
    {
    [DllImport("kernel32.dll")]
    static extern void RaiseException(uint dwExceptionCode, uint dwExceptionFlags, uint nNumberOfArguments, IntPtr lpArguments);

    void Start()
    {
    RaiseException(13, 0, 0, new IntPtr(1));
    }
    }


    which gives me this stack below. It seems weird that it cant find the symbols for the start of a monobehaviour, even though I uploaded the corresponding pdb's to the server. Other crashes I have tried to make resulted in similar almost useless stack traces, with or without pdb's.
    Is there something I could me missing that would be needed?

    Thread 0 (crashed)
    0 ntdll 0x00007ffc8bc60bc4 ZwWaitForMultipleObjects
    1 KERNELBASE 0x00007ffc88c76436 WaitForMultipleObjectsEx
    2 KERNELBASE 0x00007ffc88c7631e WaitForMultipleObjects
    3 UnityPlayer 0x00007ffc44d5f092 ?HandleCrash@CrashHandlerInternal@winutils@@QEAAXKKPEBDPEAU_CONTEXT@@PEAU_EXCEPTION_RECORD@@_N@Z
    4 UnityPlayer 0x00007ffc44d5edef ?HandleCrash@CrashHandler@winutils@@QEAAXPEAU_EXCEPTION_POINTERS@@@Z
    5 UnityPlayer 0x00007ffc44d744ad ?_ProcessInternalCrash@@YAJPEAU_EXCEPTION_POINTERS@@@Z
    6 KERNELBASE 0x00007ffc88d095c0 UnhandledExceptionFilter
    7 ntdll 0x00007ffc8bc6884f RtlUserThreadStart$filt$0
    8 ntdll 0x00007ffc8bc51146 _C_specific_handler
    9 ntdll 0x00007ffc8bc64e6d RtlpExecuteHandlerForException
    10 ntdll 0x00007ffc8bbe6058 RtlDispatchException
    11 ntdll 0x00007ffc8bbe4593 RtlRaiseException
    12 KERNELBASE 0x00007ffc88c650d8 RaiseException
    13 (<unknown>) 0x0000027fc551463e <unknown>
    14 (<unknown>) 0x0000027fcbf05210 <unknown>
    15 (<unknown>) 0x000000be9594eda0 <unknown>
    16 (<unknown>) 0x000000be9594f080 <unknown>
    17 (<unknown>) 0x0000027fcb4bafc0 <unknown>
    18 (<unknown>) 0x0000027fcbd94c70 <unknown>
    19 (<unknown>) 0x0000027fc4fe1260 <unknown>
    20 (<unknown>) 0x0000027fc4fe1070 <unknown>
    21 (<unknown>) 0x0000027fc0c924c0 <unknown>
    22 (<unknown>) 0x0000027fc55145ad <unknown>
    23 (<unknown>) 0x0000027fcbf05210 <unknown>
    24 (<unknown>) 0x000000be9594f030 <unknown>
    25 (<unknown>) 0x000000be9594efa0 <unknown>
    26 (<unknown>) 0x000000be9594f750 <unknown>
    27 (<unknown>) 0x0000027fc4ff4d48 <unknown>
    28 (<unknown>) 0x000000be9594f4d0 <unknown>
    29 (<unknown>) 0x000000be9594f4d0 <unknown>
     
  2. QuantumCalzone

    QuantumCalzone

    Joined:
    Jan 9, 2010
    Posts:
    262
    I've noticed a lot of my unity project's Performance Reports with "Native Crash - ZwWaitForMultipleObjects (Unknown File)" lately. Anyone else having the same issue or know the cause?
     
  3. JoelGab

    JoelGab

    Joined:
    Jul 17, 2018
    Posts:
    25
    We are encountering the same crash a lot and have not figured out a fix. It's only started occurring since moving to 2018. Anyone experiencing this crash working with VR?
     
  4. QuantumCalzone

    QuantumCalzone

    Joined:
    Jan 9, 2010
    Posts:
    262
    For me, its been a lot of guesswork since the crash doesn't have consistent reproduction steps. Right now, I've had some success (no crashes) from removing some coroutines.
     
  5. GaelFG

    GaelFG

    Joined:
    Dec 16, 2016
    Posts:
    5
    Yes we encounter the issue too (but we are implanting a lot of things so we were not sure what cause this and if its linked to unity 2018 or internal code problems.
    We have an app supporting both openvr and none for vr support, crash can occurs when playing in vr or without vr, editor or builded version.
    We will try reduce coroutine to check if it's related
     
  6. joshenes

    joshenes

    Joined:
    Apr 18, 2014
    Posts:
    48
    We get this one and for us it seems to be specifically limited to VR players with an Oculus Rift. Currently using 2018.1.2f1.
     
  7. dseyb

    dseyb

    Joined:
    Jan 24, 2014
    Posts:
    9
    We're having the same issue. No clue what's causing it.
     
  8. GaelFG

    GaelFG

    Joined:
    Dec 16, 2016
    Posts:
    5
    It may be specific to us, but after investigation the culprit was an update loop which affected a new clip (the same of course but I din't tested if the clip wasn't aldready affected) to an AudioSource each frame.

    audioSource.clip = newClip;

    Of course multiple instances were doing this at the same time, and crashes probably occured when too many of them were here, I assume it was a garbage collection issue causing resource outage in a dll.