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Crash when calling AssetBundle.LoadAssetAsync on iOS

Discussion in 'iOS and tvOS' started by devknit, Mar 24, 2019.

  1. devknit

    devknit

    Joined:
    Apr 16, 2014
    Posts:
    12
    unity version :Unity 2018.3.5f1

    When calling AssetBundle.LoadAssetAsync
    The app has crashed.

    The following logs are output simultaneously.

    Code (CSharp):
    1.  
    2. stg(11460,0x16cba7000) malloc: *** mach_vm_map(size=18446744072233205760) failed (error code=3)
    3. *** error: can't allocate region
    4. *** set a breakpoint in malloc_error_break to debug
    5. Could not allocate memory: System out of memory!
    6. Trying to allocate: 18446744072233199617B with 16 alignment. MemoryLabel: String
    7. Allocation happened at: Line:314 in ./Runtime/Core/Containers/StringStorageDefault.h
    8. Memory overview
    9.  
    10. [ ALLOC_DEFAULT ] used: 90126734B | peak: 108762017B | reserved: 95212873B
    11. [ ALLOC_TEMP_JOB ] used: 346613B | peak: 0B | reserved: 6029312B
    12. [ ALLOC_TEMP_BACKGROUND_JOB ] used: 0B | peak: 0B | reserved: 262144B
    13. [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
    14. [ ALLOC_GAMEOBJECT ] used: 16439827B | peak: 29215711B | reserved: 17810709B
    15. [ ALLOC_GFX ] used: 2043751B | peak: 5641811B | reserved: 2090623B
    16. [ ALLOC_PROFILER ] used: 4775521B | peak: 4798575B | reserved: 4861081B
    17. [ ALLOC_TEMP_THREAD ] used: 54356B | peak: 0B | reserved: 2654208B
    18. Could not allocate memory: System out of memory!
    19. Trying to allocate: 18446744072233199617B with 16 alignment. MemoryLabel: String
    20. Allocation happened at: Line:314 in ./Runtime/Core/Containers/StringStorageDefault.h
    21. Memory overview
    22.  
    23. [ ALLOC_DEFAULT ] used: 90126734B | peak: 108762017B | reserved: 95212873B
    24. [ ALLOC_TEMP_JOB ] used: 346613B | peak: 0B | reserved: 6029312B
    25. [ ALLOC_TEMP_BACKGROUND_JOB ] used: 0B | peak: 0B | reserved: 262144B
    26. [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B
    27. [ ALLOC_GAMEOBJECT ] used: 16439827B | peak: 29215711B | reserved: 17810709B
    28. [ ALLOC_GFX ] used: 2043751B | peak: 5641811B | reserved: 2090623B
    29. [ ALLOC_PROFILER ] used: 4775521B | peak: 4798575B | reserved: 4861081B
    30. [ ALLOC_TEMP_THREAD ] used: 54356B | peak: 0B | reserved: 2654208B
    31.  
    32. (Filename: ./Runtime/Allocator/MemoryManager.cpp Line: 1161)
    33.  

    It does not necessarily occur with a specific file
    Basically, LoadAssetAsync succeeds.

    The MemoryReports for Xcode is 300 MB.

    I do not know the cause?
     
    Last edited: Mar 24, 2019
    Menion-Leah likes this.
  2. devknit

    devknit

    Joined:
    Apr 16, 2014
    Posts:
    12
    All files read are less than about 1 MB.
     
  3. devknit

    devknit

    Joined:
    Apr 16, 2014
    Posts:
    12
    Set malloc_error_break as a breakpoint and print callstack.

    Code (CSharp):
    1. stg(11589,0x16e3f7000) malloc: *** mach_vm_map(size=18446744067197026304) failed (error code=3)
    2. *** error: can't allocate region
    3. *** set a breakpoint in malloc_error_break to debug
    4. * thread #35, name = 'UnityPreload', stop reason = breakpoint 1.1
    5.  * frame #0: 0x0000000183ef10b0 libsystem_malloc.dylib`malloc_error_break
    6.    frame #1: 0x0000000183eeed3c libsystem_malloc.dylib`szone_error + 240
    7.    frame #2: 0x0000000183ef0210 libsystem_malloc.dylib`mvm_allocate_pages + 264
    8.    frame #3: 0x0000000183ee7d98 libsystem_malloc.dylib`large_malloc + 136
    9.    frame #4: 0x0000000183ee374c libsystem_malloc.dylib`szone_malloc_should_clear + 252
    10.    frame #5: 0x0000000183ee35dc libsystem_malloc.dylib`malloc_zone_malloc + 160
    11.    frame #6: 0x0000000183ee60b0 libsystem_malloc.dylib`malloc + 32
    12.    frame #7: 0x0000000103be1a58 stg`::Allocate() at UnityDefaultAllocator.cpp:22 [opt]
    13.    frame #8: 0x00000001032e207c stg`::Allocate() at StackAllocator.cpp:84 [opt]
    14.    frame #9: 0x00000001032d24c0 stg`::Allocate() at MemoryManager.cpp:1295 [opt]
    15.    frame #10: 0x00000001037f625c stg`::resize_buffer() [inlined] reallocate at dynamic_array.h:75 [opt]
    16.    frame #11: 0x00000001037f623c stg`::resize_buffer() [inlined] reserve_impl at dynamic_array.cpp:28 [opt]
    17.    frame #12: 0x00000001037f622c stg`::resize_buffer() at dynamic_array.cpp:12 [opt]
    18.    frame #13: 0x0000000102fdd50c stg`::resize_initialized() [inlined] resize_buffer at dynamic_array.h:613 [opt]
    19.    frame #14: 0x0000000102fdd4f4 stg`::resize_initialized() at dynamic_array.h:514 [opt]
    20.    frame #15: 0x00000001031c2dd4 stg`::TransferSTLStyleArray<dynamic_array<KeyframeTpl<float>, 0> >() [inlined] ResizeSTLStyleArray at SerializeTraits.h:467 [opt]
    21.    frame #16: 0x00000001031c2dc4 stg`::TransferSTLStyleArray<dynamic_array<KeyframeTpl<float>, 0> >() at StreamedBinaryRead.h:72 [opt]
    22.    frame #17: 0x00000001031c2d28 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraits.h:460 [opt]
    23.    frame #18: 0x00000001031c2d1c stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<dynamic_array<KeyframeTpl<float>, 0> > at StreamedBinaryRead.h:122 [opt]
    24.    frame #19: 0x00000001031c2d1c stg`::Transfer<StreamedBinaryRead>() at AnimationCurve.h:320 [opt]
    25.    frame #20: 0x0000000102e89fdc stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    26.    frame #21: 0x0000000102e89fcc stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<AnimationCurveTpl<float> > at StreamedBinaryRead.h:122 [opt]
    27.    frame #22: 0x0000000102e89fcc stg`::Transfer<StreamedBinaryRead>() at ParticleSystemCurves.cpp:336 [opt]
    28.    frame #23: 0x0000000102ee86b8 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    29.    frame #24: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<MinMaxCurve> at StreamedBinaryRead.h:122 [opt]
    30.    frame #25: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at ParticleSystemModule.h:190 [opt]
    31.    frame #26: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() at InitialModule.cpp:565 [opt]
    32.    frame #27: 0x0000000102e9d7f4 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    33.    frame #28: 0x0000000102e9d7ec stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<InitialModule> at StreamedBinaryRead.h:122 [opt]
    34.    frame #29: 0x0000000102e9d7ec stg`::Transfer<StreamedBinaryRead>() at ParticleSystem.cpp:1259 [opt]
    35.    frame #30: 0x0000000102e81114 stg`::VirtualRedirectTransfer() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    36.    frame #31: 0x0000000102e81108 stg`::VirtualRedirectTransfer() [inlined] Transfer<ParticleSystem> at StreamedBinaryRead.h:122 [opt]
    37.    frame #32: 0x0000000102e81108 stg`::VirtualRedirectTransfer() [inlined] TransferBase<ParticleSystem> at StreamedBinaryRead.h:111 [opt]
    38.    frame #33: 0x0000000102e81108 stg`::VirtualRedirectTransfer() at ParticleSystem.cpp:1233 [opt]
    39.    frame #34: 0x00000001038e9208 stg`::ReadObject() at SerializedFile.cpp:2196 [opt]
    40.    frame #35: 0x00000001038ea488 stg`::ReadAndActivateObjectThreaded() at PersistentManager.cpp:1679 [opt]
    41.    frame #36: 0x00000001038ea710 stg`::LoadObjectsThreaded() at PersistentManager.cpp:1751 [opt]
    42.    frame #37: 0x00000001036a552c stg`::Perform() at LoadOperation.cpp:76 [opt]
    43.    frame #38: 0x00000001036a7ac0 stg`::ProcessSingleOperation() at PreloadManager.cpp:277 [opt]
    44.    frame #39: 0x00000001036a78a8 stg`::Run() at PreloadManager.cpp:335 [opt]
    45.    frame #40: 0x00000001036a77f0 stg`::Run() at PreloadManager.cpp:181 [opt]
    46.    frame #41: 0x0000000103747c9c stg`::RunThreadWrapper() at Thread.cpp:76 [opt]
    47.    frame #42: 0x000000018404d220 libsystem_pthread.dylib`_pthread_body + 272
    48.    frame #43: 0x000000018404d110 libsystem_pthread.dylib`_pthread_start + 292
    49.    frame #44: 0x000000018404bb10 libsystem_pthread.dylib`thread_start + 4
    50. * thread #35, name = 'UnityPreload', stop reason = breakpoint 1.1
    51.  * frame #0: 0x0000000183ef10b0 libsystem_malloc.dylib`malloc_error_break
    52.    frame #1: 0x0000000183eeed3c libsystem_malloc.dylib`szone_error + 240
    53.    frame #2: 0x0000000183ef0210 libsystem_malloc.dylib`mvm_allocate_pages + 264
    54.    frame #3: 0x0000000183ee7d98 libsystem_malloc.dylib`large_malloc + 136
    55.    frame #4: 0x0000000183ee374c libsystem_malloc.dylib`szone_malloc_should_clear + 252
    56.    frame #5: 0x0000000183ee35dc libsystem_malloc.dylib`malloc_zone_malloc + 160
    57.    frame #6: 0x0000000183ee60b0 libsystem_malloc.dylib`malloc + 32
    58.    frame #7: 0x0000000103be1a58 stg`::Allocate() at UnityDefaultAllocator.cpp:22 [opt]
    59.    frame #8: 0x00000001032d2638 stg`::Allocate() at MemoryManager.cpp:1324 [opt]
    60.    frame #9: 0x00000001032d26e4 stg`::Allocate() at MemoryManager.cpp:1309 [opt]
    61.    frame #10: 0x00000001037f625c stg`::resize_buffer() [inlined] reallocate at dynamic_array.h:75 [opt]
    62.    frame #11: 0x00000001037f623c stg`::resize_buffer() [inlined] reserve_impl at dynamic_array.cpp:28 [opt]
    63.    frame #12: 0x00000001037f622c stg`::resize_buffer() at dynamic_array.cpp:12 [opt]
    64.    frame #13: 0x0000000102fdd50c stg`::resize_initialized() [inlined] resize_buffer at dynamic_array.h:613 [opt]
    65.    frame #14: 0x0000000102fdd4f4 stg`::resize_initialized() at dynamic_array.h:514 [opt]
    66.    frame #15: 0x00000001031c2dd4 stg`::TransferSTLStyleArray<dynamic_array<KeyframeTpl<float>, 0> >() [inlined] ResizeSTLStyleArray at SerializeTraits.h:467 [opt]
    67.    frame #16: 0x00000001031c2dc4 stg`::TransferSTLStyleArray<dynamic_array<KeyframeTpl<float>, 0> >() at StreamedBinaryRead.h:72 [opt]
    68.    frame #17: 0x00000001031c2d28 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraits.h:460 [opt]
    69.    frame #18: 0x00000001031c2d1c stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<dynamic_array<KeyframeTpl<float>, 0> > at StreamedBinaryRead.h:122 [opt]
    70.    frame #19: 0x00000001031c2d1c stg`::Transfer<StreamedBinaryRead>() at AnimationCurve.h:320 [opt]
    71.    frame #20: 0x0000000102e89fdc stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    72.    frame #21: 0x0000000102e89fcc stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<AnimationCurveTpl<float> > at StreamedBinaryRead.h:122 [opt]
    73.    frame #22: 0x0000000102e89fcc stg`::Transfer<StreamedBinaryRead>() at ParticleSystemCurves.cpp:336 [opt]
    74.    frame #23: 0x0000000102ee86b8 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    75.    frame #24: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<MinMaxCurve> at StreamedBinaryRead.h:122 [opt]
    76.    frame #25: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at ParticleSystemModule.h:190 [opt]
    77.    frame #26: 0x0000000102ee86ac stg`::Transfer<StreamedBinaryRead>() at InitialModule.cpp:565 [opt]
    78.    frame #27: 0x0000000102e9d7f4 stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    79.    frame #28: 0x0000000102e9d7ec stg`::Transfer<StreamedBinaryRead>() [inlined] Transfer<InitialModule> at StreamedBinaryRead.h:122 [opt]
    80.    frame #29: 0x0000000102e9d7ec stg`::Transfer<StreamedBinaryRead>() at ParticleSystem.cpp:1259 [opt]
    81.    frame #30: 0x0000000102e81114 stg`::VirtualRedirectTransfer() [inlined] Transfer<StreamedBinaryRead> at SerializeTraitsBase.h:54 [opt]
    82.    frame #31: 0x0000000102e81108 stg`::VirtualRedirectTransfer() [inlined] Transfer<ParticleSystem> at StreamedBinaryRead.h:122 [opt]
    83.    frame #32: 0x0000000102e81108 stg`::VirtualRedirectTransfer() [inlined] TransferBase<ParticleSystem> at StreamedBinaryRead.h:111 [opt]
    84.    frame #33: 0x0000000102e81108 stg`::VirtualRedirectTransfer() at ParticleSystem.cpp:1233 [opt]
    85.    frame #34: 0x00000001038e9208 stg`::ReadObject() at SerializedFile.cpp:2196 [opt]
    86.    frame #35: 0x00000001038ea488 stg`::ReadAndActivateObjectThreaded() at PersistentManager.cpp:1679 [opt]
    87.    frame #36: 0x00000001038ea710 stg`::LoadObjectsThreaded() at PersistentManager.cpp:1751 [opt]
    88.    frame #37: 0x00000001036a552c stg`::Perform() at LoadOperation.cpp:76 [opt]
    89.    frame #38: 0x00000001036a7ac0 stg`::ProcessSingleOperation() at PreloadManager.cpp:277 [opt]
    90.    frame #39: 0x00000001036a78a8 stg`::Run() at PreloadManager.cpp:335 [opt]
    91.    frame #40: 0x00000001036a77f0 stg`::Run() at PreloadManager.cpp:181 [opt]
    92.    frame #41: 0x0000000103747c9c stg`::RunThreadWrapper() at Thread.cpp:76 [opt]
    93.    frame #42: 0x000000018404d220 libsystem_pthread.dylib`_pthread_body + 272
    94.    frame #43: 0x000000018404d110 libsystem_pthread.dylib`_pthread_start + 292
    95.    frame #44: 0x000000018404bb10 libsystem_pthread.dylib`thread_start + 4
    96. stg(11589,0x16e3f7000) malloc: *** mach_vm_map(size=18446744067197026304) failed (error code=3)
    97. *** error: can't allocate region
    98. *** set a breakpoint in malloc_error_break to debug
    99. Could not allocate memory: System out of memory!
    100. Trying to allocate: 18446744067197016020B with 16 alignment. MemoryLabel: TempOverflow
    101. Allocation happened at: Line:75 in ./Runtime/Utilities/dynamic_array.h
    102. Memory overview
     
  4. devknit

    devknit

    Joined:
    Apr 16, 2014
    Posts:
    12
  5. dong-yeon

    dong-yeon

    Joined:
    Dec 8, 2015
    Posts:
    5
    out project
    Assetbundle.LoadAsset

    compression lz4

    Basically, LoadAsset succeeds too
    unity 2018.3.11

    Could not allocate memory: System out of memory! Trying to allocate: 278678074B with 16 alignment. MemoryLabel: String Allocation happened at: Line:314 in Memory overview [ ALLOC_DEFAULT ] used: 64365387B | peak: 69106550B | reserved: 66501690B [ ALLOC_TEMP_JOB ] used: 1598113B | peak: 0B | reserved: 3145728B [ ALLOC_TEMP_BACKGROUND_JOB ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_GAMEOBJECT ] used: 10631377B | peak: 12754289B | reserved: 11809187B [ ALLOC_GFX ] used: 5122162B | peak: 7509004B | reserved: 5184596B [ ALLOC_TEMP_THREAD ] used: 96352B | peak: 0B | reserved: 3833856B Could not allocate memory: System out of memory! Trying to allocate: 278678074B with 16 alignment. MemoryLabel: String Allocation happened at: Line:314 in Memory overview [ ALLOC_DEFAULT ] used: 64365387B | peak: 69106550B | reserved: 66501690B [ ALLOC_TEMP_JOB ] used: 1598113B | peak: 0B | reserved: 3145728B [ ALLOC_TEMP_BACKGROUND_JOB ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_GAMEOBJECT ] used: 10631377B | peak: 12754289B | reserved: 11809187B [ ALLOC_GFX ] used: 5122162B | peak: 7509004B | reserved: 5184596B [ ALLOC_TEMP_THREAD ] used: 96352B | peak: 0B | reserved: 3833856B
     
  6. deviljz47

    deviljz47

    Joined:
    May 6, 2019
    Posts:
    1
  7. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,625
    If the error still occurs in Unity 2018.4 LTS or newer, please submit a bug-report as described in this document:
    https://unity3d.com/unity/qa/bug-reporting

    The forum is not the place where Unity Technologies is looking for bug-reports.

    It's important that you report these issues together with a reproduction project if you want them to get fixed. If you don't do it, it might be a long time until someone else reports them or until Unity Technologies find them.

    After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. You can post the Case number (number only, not the link) in this forum thread for Unity staff to pick up, in case they see it.
     
  8. leveelunitydev

    leveelunitydev

    Joined:
    Dec 6, 2016
    Posts:
    11
    Yup, happening to me too. But not every time I try to load from the (same) bundle, but "randomly" (I am sure it is not random at all, I just don't see the pattern yet).
     
  9. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,748
    I believe this bug has been fixed. Please, check the release notes and upgrade. The fix is very recent, so I'm not sure all supported versions with this fix has been released already, but they will be soon.
     
  10. KB73

    KB73

    Joined:
    Feb 7, 2013
    Posts:
    234
    Hi Aurimas, do you think 2018.4.1 LTS will have it when it comes out? This crash + related ( async LZ4 assetbundle ) is very high in our product out in the wild.. thnx
     
  11. leveelunitydev

    leveelunitydev

    Joined:
    Dec 6, 2016
    Posts:
    11
    I am experiencing this in Unity 2017.4.26 LTS
    Is it going to be fixed in 2017 LTS?
     
  12. G1NurX

    G1NurX

    Joined:
    Dec 25, 2012
    Posts:
    69
  13. cfkhanh

    cfkhanh

    Joined:
    Dec 3, 2014
    Posts:
    3
    When will you fix it on 2019.2.x. I have problem on 2019.2.17. Thanks
     
  14. WangShibo17

    WangShibo17

    Joined:
    Oct 28, 2017
    Posts:
    13
    I have problem on 2019.2.0f1, and by the way, do you use lz4 compression?
    And i use a offset(36) to load assetbundle, can this be a problem? byte alignment?
    As i known, lz4's memcpy is different.
     
  15. dyrkabes

    dyrkabes

    Joined:
    Oct 14, 2019
    Posts:
    1
  16. KimZigbang

    KimZigbang

    Joined:
    Apr 24, 2020
    Posts:
    9
    Still happens on 2019.3.10f1. Unity as a library.
    Is there any workaround this error?

    ProductName(10904,0x16f4db000) malloc: can't allocate region

    :*** mach_vm_map(size=28993716224, flags: 100) failed (error code=3)

    ProductName(10904,0x16f4db000) malloc: *** set a breakpoint in malloc_error_break to debug

    Could not allocate memory: System out of memory!

    Trying to allocate: 28993713616B with 16 alignment. MemoryLabel: DynamicArray

    Allocation happened at: Line:78 in

    Memory overview


    [ ALLOC_TEMP_THREAD ] used: 62286B | peak: 0B | reserved: 3571712B

    [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 8388608B

    [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B

    [ ALLOC_TEMP_JOB_4_FRAMES ] used: 0B | peak: 0B | reserved: 3145728B

    [ ALLOC_TEMP_JOB_ASYNC ] used: 66664635B | peak: 0B | reserved: 80740352B

    [ ALLOC_DEFAULT ] used: 79857800B | peak: 111326436B | reserved: 81788213B

    [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B

    [ ALLOC_GAMEOBJECT ] used: 3451293B | peak: 3451293B | reserved: 3725706B

    [ ALLOC_GFX ] used: 41937675B | peak: 41937675B | reserved: 41944667B

    Could not allocate memory: System out of memory!

    Trying to allocate: 28993713616B with 16 alignment. MemoryLabel: DynamicArray

    Allocation happened at: Line:78 in

    Memory overview


    [ ALLOC_TEMP_THREAD ] used: 62286B | peak: 0B | reserved: 3571712B

    [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 8388608B

    [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B

    [ ALLOC_TEMP_JOB_4_FRAMES ] used: 0B | peak: 0B | reserved: 3145728B

    [ ALLOC_TEMP_JOB_ASYNC ] used: 66664635B | peak: 0B | reserved: 80740352B

    [ ALLOC_DEFAULT ] used: 79857800B | peak: 111326436B | reserved: 81788213B

    [ IOS new_delete ] used: 0B | peak: 0B | reserved: 0B

    [ ALLOC_GAMEOBJECT ] used: 3451293B | peak: 3451293B | reserved: 3725706B

    [ ALLOC_GFX ] used: 41937675B | peak: 41937675B | reserved: 41944667B


    (Filename: Line: 1449)
     
    Last edited: Jan 31, 2021
  17. Shefich

    Shefich

    Joined:
    May 23, 2013
    Posts:
    144
    @Aurimas-Cernius I think I have the same crash but on Android. Unity 2020.3.44.

    Stacktrace:

    Code (CSharp):
    1. Crashed: Thread #1
    2. SIGSEGV 0x0000000000000009
    3. 0
    4. libunity.so
    5. AtomicStack::Pop()
    6. 1
    7. libunity.so
    8. __ashldi3
    9. 2
    10. libunity.so
    11. DualThreadAllocator<DynamicHeapAllocator>::Allocate(unsigned int, int)
    12. 3
    13. libunity.so
    14. __ashldi3
    15. 4
    16. libunity.so
    17. MemoryManager::Allocate(unsigned int, unsigned int, MemLabelId, AllocateOptions, char const*, int)
    18. 5
    19. libunity.so
    20. __ashldi3
    21. 6
    22. libunity.so
    23. __ashldi3
    24. 7
    25. libunity.so
    26. __ashldi3
    27. 8
    28. libunity.so
    29. malloc_internal(unsigned int, unsigned int, MemLabelId, AllocateOptions, char const*, int)
    30. 9
    31. libunity.so
    32. __ashldi3
    33. 10
    34. libunity.so
    35. __ashldi3
    36. 11
    37. libunity.so
    38. __ashldi3
    39. 12
    40. (Missing)
    41. 13
    42. libunity.so
    43. LocalLowLevelAllocator::ReserveMemoryBlock(unsigned int)
    44. 14
    45. libunity.so
    46. __ashldi3
    47. 15
    48. libunity.so
    49. __ashldi3
    50. 16
    51. libunity.so
    52. __ashldi3
    53. 17
    54. libunity.so
    55. __ashldi3
    56. 18
    57. libunity.so
    58. TLSAllocator::GetNewBlock(unsigned int, unsigned int*, unsigned int*)
    59. 19
    60. libunity.so
    61. __ashldi3
    62. 20
    63. libunity.so
    64. __ashldi3
    65. 21
    66. libunity.so
    67. TLSAllocator::ThreadInitialize(unsigned int)
    68. 22
    69. libunity.so
    70. __ashldi3
    71. 23
    72. libunity.so
    73. CurrentThread::IsMainThread()
    74. 24
    75. libunity.so
    76. __ashldi3
    77. 25
    78. libunity.so
    79. __ashldi3
    80. 26
    81. libunity.so
    82. Thread::RunThreadWrapper(void*)
    83. 27
    84. (Missing)
    85. 28
    86. (Missing)
    87. 29
    88. (Missing)
    89. 30
    90. (Missing)