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Crash Upgrading to 4.6.8p2 on Application.LoadLevel

Discussion in 'iOS and tvOS' started by van_ustwo, Sep 14, 2015.

  1. van_ustwo

    van_ustwo

    Joined:
    Jul 10, 2012
    Posts:
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    My game run fine 4.6.8p1. But upgrading to 4.6.8p2 I'm getting a crash when loading to another scene.
    Anyone experience this? I'm using Xcode 7.


    * thread #1: tid = 0x115e5e, 0x00000c9f, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xc9f)

    frame #0: 0x00000c9f

    * frame #1: 0x01a4644b MyGame`il2cpp::vm::Liveness::Begin(TypeInfo*, int, void (*)(void**, int, void*), void*, void (*)(), void (*)()) [inlined] il2cpp::vm::Liveness::StopWorld(onWorldStopped=0x00000c9f)()) + 2 at Liveness.cpp:467

    frame #2: 0x01a46449 MyGame`il2cpp::vm::Liveness::Begin(filter=0x7a84a4b0, max_object_count=13394, callback=(MyGame`RegisterFilteredObjectCallback(void**, int, void*) at GarbageCollectSharedAssets.cpp:455), userdata=0xbff15168, onWorldStarted=0x3c45ed6e, onWorldStopped=0x00000c9f)(void**, int, void*), void*, void (*)(), void (*)()) + 73 at Liveness.cpp:373

    frame #3: 0x012dde42 MyGame`BeginLivenessChecking(gcState=<unavailable>) + 74 at GarbageCollectSharedAssets.cpp:470

    frame #4: 0x012dd30c MyGame`GarbageCollectSharedAssets(monoReferences=<unavailable>) + 492 at GarbageCollectSharedAssets.cpp:239

    frame #5: 0x012f6422 MyGame`CleanupAfterLoad() + 18 at SaveAndLoadHelper.cpp:518

    frame #6: 0x012e26d9 MyGame`LevelLoading::LoadLevel(this=<unavailable>, index=4, path=<unavailable>, loadQueue=<unavailable>) + 485 at Player.cpp:1361

    frame #7: 0x012e24ed MyGame`PlayerLoadLevelFromThread(levelIndex=4, name="level3", loadQueue=0x7eb1a980) + 48 at Player.cpp:355

    frame #8: 0x012e7dc0 MyGame`PreloadLevelOperation::IntegrateMainThread(this=0x7eb1a930) + 122 at PreloadManager.cpp:796

    frame #9: 0x012e6c2c MyGame`PreloadManager::UpdatePreloadingSingleStep(this=0x79680b70, stopPreloading=<unavailable>) + 326 at PreloadManager.cpp:488

    frame #10: 0x012e75c8 MyGame`PreloadManager::WaitForAllAsyncOperationsToComplete(this=0x79680b70) + 66 at PreloadManager.cpp:555

    frame #11: 0x012e4210 MyGame`PlayerLoop(batchMode=<unavailable>, performRendering=<unavailable>, pHookEvt=0x0232bb01) + 563 at Player.cpp:1800

    frame #12: 0x01062274 MyGame`UnityPlayerLoop + 43 at LibEntryPoint.mm:253

    frame #13: 0x000f37f4 MyGame`UnityRepaintImpl(forced=false) + 116 at UnityAppController+Rendering.mm:225

    frame #14: 0x000f2f37 MyGame`UnityRepaint + 23 at UnityAppController+Rendering.mm:237

    frame #15: 0x000f2f18 MyGame`-[UnityAppController(self=0x7973e4a0, _cmd="repaint") repaint] + 104 at UnityAppController+Rendering.mm:70

    frame #16: 0x000f2de7 MyGame`__51-[UnityAppController(.block_descriptor=<unavailable>) repaintDisplayLink]_block_invoke + 71 at UnityAppController+Rendering.mm:55
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Thanks for reporting this crash. We've noticed it internally, and we're working on a special build now of 4.6.8p2 to correct it.
     
  3. van_ustwo

    van_ustwo

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    Any chance of releasing a fix today? I'm hoping to submit to build before Wednesday iOS 9 launch.
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    I can't say for sure. We're doing the build now, so it should be ready either today or tomorrow, but I can't say which just yet.
     
  5. WojtaW

    WojtaW

    Joined:
    Feb 3, 2014
    Posts:
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    We got same exception on Unity 5.1.3p3.

    iOS 8.1.1, iPad Air 2, Xcode 6.4

    * thread #1: tid = 0x4c16d, 0x0000000101dd3520 ourgame`CBAFBase64EncodedStringFromString.kCBAFBase64EncodingTable + 77721, queue = 'com.apple.main-thread', stop reason = EXC_BAD_INSTRUCTION (code=1, subcode=0x0)

    frame #0: 0x0000000101dd3520 ourgame`CBAFBase64EncodedStringFromString.kCBAFBase64EncodingTable + 77721

    * frame #1: 0x00000001018d4270 ourgame`il2cpp::vm::Liveness::Begin(TypeInfo*, int, void (*)(void**, int, void*), void*, void (*)(), void (*)()) [inlined] il2cpp::vm::Liveness::StopWorld(onWorldStopped=0x0000000101dd3520)()) + 4 at Liveness.cpp:467

    frame #2: 0x00000001018d426c ourgame`il2cpp::vm::Liveness::Begin(filter=<unavailable>, max_object_count=<unavailable>, callback=<unavailable>, userdata=<unavailable>, onWorldStarted=<unavailable>, onWorldStopped=0x0000000101dd3520)(void**, int, void*), void*, void (*)(), void (*)()) + 88 at Liveness.cpp:373

    frame #3: 0x0000000101225b70 ourgame`GarbageCollectSharedAssets [inlined] AllocateLivenessCheckingState + 68 at GarbageCollectSharedAssets.cpp:479

    frame #4: 0x0000000101225b2c ourgame`GarbageCollectSharedAssets + 1184 at GarbageCollectSharedAssets.cpp:243

    frame #5: 0x000000010122ce74 ourgame`IntegrateMainThread + 24 at UnloadUnusedAssetsOperation.cpp:45

    frame #6: 0x000000010122b44c ourgame`UpdatePreloadingSingleStep + 320 at PreloadManager.cpp:416

    frame #7: 0x000000010122b83c ourgame`WaitForAllAsyncOperationsToComplete + 64 at PreloadManager.cpp:476

    frame #8: 0x000000010122b918 ourgame`UpdatePreloading + 172 at PreloadManager.cpp:509

    frame #9: 0x00000001012299cc ourgame`PlayerLoop + 376 at Player.cpp:1687

    frame #10: 0x0000000101038a1c ourgame`UnityPlayerLoopImpl + 20 at LibEntryPoint.mm:237

    frame #11: 0x00000001000ecbc0 ourgame`UnityRepaint + 340 at UnityAppController+Rendering.mm:249

    frame #12: 0x00000001000ec9c8 ourgame`__51-[UnityAppController(.block_descriptor=0x0000000170654880) repaintDisplayLink]_block_invoke + 52 at UnityAppController+Rendering.mm:52

    frame #13: 0x0000000104794e30 libdispatch.dylib`_dispatch_call_block_and_release + 24

    frame #14: 0x0000000104794df0 libdispatch.dylib`_dispatch_client_callout + 16

    frame #15: 0x000000010479975c libdispatch.dylib`_dispatch_main_queue_callback_4CF + 1056

    frame #16: 0x0000000186cb1fa4 CoreFoundation`__CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 12

    frame #17: 0x0000000186cb004c CoreFoundation`__CFRunLoopRun + 1492

    frame #18: 0x0000000186bdd0a4 CoreFoundation`CFRunLoopRunSpecific + 396

    frame #19: 0x000000018fd5b5a4 GraphicsServices`GSEventRunModal + 168

    frame #20: 0x000000018b5123c0 UIKit`UIApplicationMain + 1488

    frame #21: 0x00000001000e6ae0 ourgame`main(argc=<unavailable>, argv=<unavailable>) + 160 at main.mm:32

    frame #22: 0x0000000197e6aa08 libdyld.dylib`start + 4
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @WojtaW

    The fix for this will be in 5.1.4, which should be available sometime today.
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    We have a special build of 4.6.8p3 available which corrects this issue. You can find it here:

    Revision: 5edf5b4fd05e
    Version: 4.6.8p3
    MAC: http://beta.unity3d.com/download/5683418501/unity_update-4.6.8p3.dmg
    (md5sum=4dcf4801f1e44f8ab7b6251a20cb5556)
    PC: http://beta.unity3d.com/download/5683418501/UnitySetup_update-4.6.8p3.exe
    (md5sum=35b0e9fec080d0208fd6703d738f37c0)

    Note that this is NOT the final 4.6.8p3 build. We'll release another build with the 4.6.8p3 version number, but a different revision hash as scheduled on September 25. This special version should be used only by those who need something in 4.6.8p2, but are hitting this crash. For other users, I would recommend you stay wth 4.6.8p1.

    Sorry for the inconvenience!
     
    genail likes this.
  8. WojtaW

    WojtaW

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    Hi,
    do you have more info about 5.1.4? or 5.1.3p4?

    Thanks
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @WojtaW

    Yes, we do. It looks like 5.1.4 will not be out for about a week (sorry, I was wrong about the release date). So we're planning to provide a pre-release version of 5.1.4 to correct this issue. That should be ready today or tomorrow. I'll respond here when it is ready.
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @WojtaW

    We now have a special build of 5.1.4 with this fix ready. We're not planning to make it widely available, but if you need it, please ping me via a conversation and I'll share the link.

    The normal 5.1.4 build should be ready (with this fix) next week.
     
  11. Dreamwriter

    Dreamwriter

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    We got this error too, thanks for posting the early p3 fix for it.
     
  12. N-i-x

    N-i-x

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    Jan 27, 2014
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    Hi,

    This P3 didn't work for us.
    Do you have another one ?

    Regards

    Nicolas
     
  13. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    We are experiencing this with the "p2" version as well still. We'll try "p3" now.

    #1 0x01440834 in il2cpp::vm::Liveness::StopWorld(void (*)()) [inlined] at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/vm/Liveness.cpp:467
     
  14. VNL-Entertainment-Games

    VNL-Entertainment-Games

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    Reporting back to say that "p3" fixes the problem.
     
    joncham and MrEsquire like this.
  15. JoshPeterson

    JoshPeterson

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    @VNL Entertainment Games

    Excellent, thanks for letting us know!
     
  16. Barabanow

    Barabanow

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    We downloaded Revision: 5edf5b4fd05e Version: 4.6.8p3 and indeed it fixed the issue, but we experience noticeable performance drop. We are not sure is it because this version is still WIP (debug maybe) or is it rather something on our side? Do you have any information about official release of p3 patch? Thanks for help.
     
  17. JoshPeterson

    JoshPeterson

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    @Barabanow

    The special build of 4.6.8p3 is not a debug version, and I would not expect any performance problems with it. The official 4.6.8p3 release should be out very soon now.
     
  18. AndrewCross

    AndrewCross

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    Hi Josh! What about release of 5.1.4? We're still waiting for this fix)
     
  19. JoshPeterson

    JoshPeterson

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    @AndrewCross

    We should have 5.1.4 out any day now (I was saying the same thing last week though :)). If you need something now, I can send you a link to a pre-release of 5.1.4 with this fix. Ping me via a conversion for that.
     
  20. Alden-R

    Alden-R

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    @JoshPeterson
    I updated to the official release of 4.6.8p3 and am now getting a crash in Reflection code much earlier in our initialization. Any ideas?
     

    Attached Files:

  21. JoshPeterson

    JoshPeterson

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    @Alden R

    No, nothing jumps out at me initially. Can you submit your project in a but report? We should be able to determine the cause though if we can catch this in the debugger. Thanks.
     
  22. Alden-R

    Alden-R

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    @JoshPeterson , unfortunately I cannot. I'll look at making an example project with the crash.
     
  23. JoshPeterson

    JoshPeterson

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    @Alden R

    Thanks, let me know if you can reproduce it!
     
  24. Alden-R

    Alden-R

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    @JoshPeterson, I was able to make a sample project and upload a bug report (732814).
     
  25. JoshPeterson

    JoshPeterson

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    @Alden R Thanks for reporting this bug, we will investigate it.
     
  26. DickFeynman

    DickFeynman

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    Hello, we have the exact problem with version 5.1.p3.
    Can you please send me a link to a pre-release of 5.1.4?
    Thank you

    Is there a date in which you can be sure about its full release?
     
  27. JoshPeterson

    JoshPeterson

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    @DickFeynman

    Please ping me via a conversation for the 5.1.4 pre-release link. Based on everything I'm hearing, the actual 5.1.4 release should be ready today, but it's not out yet.
     
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