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Crash with beta 11 and beta 10 (Callback registration failed. Increase kMaxCallback)

Discussion in '2018.2 Beta' started by hippocoder, Jul 4, 2018.

  1. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    upload_2018-7-4_15-36-33.png

    It didn't crop up on older betas and I haven't changed any code here from my usual drawing. I'm using Handles in OnDrawGizmos for quick editor side debugging and this has always worked before...

    It'll crop up after 20 mins of general editor testing so it's probably just not getting flushed somewhere.
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Could you please submit a bug report for this? If possible with a repro.
     
  3. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    I've been getting this as well. Can't 100% repro though, happens randomly. But this time happened after hitting play:

    crash.PNG

    Code (CSharp):
    1. Reloading assemblies for play mode.
    2. Begin MonoManager ReloadAssembly
    3. Refreshing native plugins compatible for Editor in 1.48 ms, found 11 plugins.
    4. Preloading 3 native plugins for Editor in 0.34 ms.
    5. Mono: successfully reloaded assembly
    6. - Completed reload, in  1.454 seconds
    7. Initializing Unity.PackageManager (PackageManager) v2018.2.0 for Unity v2018.2.0f1
    8. Registering platform support modules:
    9. Registered platform support modules in: 0.0276559s.
    10. Native extension for Android target not found
    11. Native extension for WindowsStandalone target not found
    12. Load scene 'Temp/__Backupscenes/0.backup' time: 0.484493 ms
    13. Callback registration failed. Increase kMaxCallback.
    14. UnityEditor.HandleUtility:RegisterGfxDeviceCleanup()
    15. UnityEditor.HandleUtility:InitHandleMaterials() (at C:\buildslave\unity\build\Editor\Mono\HandleUtility.cs:644)
    16. UnityEditor.HandleUtility:get_handleWireMaterial() (at C:\buildslave\unity\build\Editor\Mono\HandleUtility.cs:672)
    17. UnityEditor.HandleUtility:ApplyWireMaterial(CompareFunction) (at C:\buildslave\unity\build\Editor\Mono\HandleUtility.cs:704)
    18. UnityEditor.Handles:DoDrawAAPolyLine(Color[], Vector3[], Int32, Texture2D, Single, Single) (at C:\buildslave\unity\build\Editor\Mono\Handles.cs:1022)
    19. UnityEditor.Handles:DrawAAPolyLine(Vector3[]) (at C:\buildslave\unity\build\Editor\Mono\Handles.cs:1006)
    20. UnityEditor.SceneViewRotation:DrawIsoStatusSymbol(Vector3, SceneView, Single) (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneViewMotion.cs:650)
    21. UnityEditor.SceneViewRotation:DrawLabels(SceneView) (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneViewMotion.cs:749)
    22. UnityEditor.SceneViewRotation:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneViewMotion.cs:788)
    23. UnityEditor.SceneView:RepaintGizmosThatAreRenderedOnTopOfSceneView() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1650)
    24. UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1802)
    25. System.Reflection.MonoMethod:InternalInvoke(MonoMethod, Object, Object[], Exception&)
    26. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    27. System.Reflection.MethodBase:Invoke(Object, Object[])
    28. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:295)
    29. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:288)
    30. UnityEditor.HostView:InvokeOnGUI(Rect) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:255)
    31. UnityEditor.DockArea:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:390)
    32. UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event, Boolean) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:215)
    33. UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:380)
    34. UnityEngine.Experimental.UIElements.IMGUIContainer:DoRepaint(IStylePainter) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:89)
    35. UnityEngine.Experimental.UIElements.Panel:PaintSubTree(Event, VisualElement, Matrix4x4, ClippingOptions, Rect) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:732)
    36. UnityEngine.Experimental.UIElements.Panel:PaintSubTreeChildren(Event, VisualElement, Matrix4x4, ClippingOptions, Rect) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:748)
    37. UnityEngine.Experimental.UIElements.Panel:PaintSubTree(Event, VisualElement, Matrix4x4, ClippingOptions, Rect) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:736)
    38. UnityEngine.Experimental.UIElements.Panel:Repaint(Event) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:778)
    39. UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:227)
    40. UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:74)
    41. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:171)
    42.  
    43. [C:\buildslave\unity\build\Runtime/Core/Callbacks/CallbackArray.h line 191]
    44. (Filename: C:/buildslave/unity/build/Editor/Mono/HandleUtility.cs Line: 644)
    Guess all I can do is submit my entire project as the bug report
     
  4. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yeah mine is waaaay too big and I got the same as you this time.
    upload_2018-7-10_3-0-23.png

    It happens after about an hour of dev, usually with compiling going on. I don't need to press play for it, just save work in VS.
     
  5. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Logs alone would be sufficient for this one. A repro is nice to have, but probably not necessary in this case.
     
  6. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Just got the confirmation that a fix for this issue will be in the first patch release.