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Bug Crashes working with Unity UI

Discussion in 'Editor & General Support' started by evyatron, Mar 13, 2023.

  1. evyatron

    evyatron

    Joined:
    Jul 20, 2014
    Posts:
    132
    Hello,

    It seems that since upgrading to 2021.3.20f1 I've been having lots of crashes while working with canvases. So far 3 in as many hours.

    For obvious reasons I can't share the project or setup, but here'ss what the log contains every time. It always happens when I try doing something "normal" in the inspector - change rect transform position, change an image component's colour, etc. No obvious action triggers it, the only common thing has been working in a Canvas prefab.

    Is this a known issue? Is anyone else seeing this?

    Code (CSharp):
    1. Registering precompiled user dll's ...
    2. Registered in 0.007728 seconds.
    3. Start importing Assets/Art/UI/image.png using Guid(dcc959033be351840b5b06cf14b9cd59) Importer(-1,00000000000000000000000000000000)  -> (artifact id: '845c520b43a6dcba0d8c72d775b3c035') in 0.016611 seconds
    4. Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins.
    5. Preloading 0 native plugins for Editor in 0.00 ms.
    6. Asset Pipeline Refresh: Total: 0.143 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
    7. [Worker2] Start importing Assets/Art/UI/image.png using Guid(dcc959033be351840b5b06cf14b9cd59) Importer(815301076,1909f56bfc062723c751e8b465ee728b)
    8. [Worker2]  -> (artifact id: 'fc990abc8ba88f79eb7d1b9bd0bc6622') in 0.009479 seconds
    9. <RI> Initialized touch support.
    10.  
    11. Dereferencing NULL PPtr!
    12.  
    13. =================================================================
    14.    Native Crash Reporting
    15. =================================================================
    16. Got a UNKNOWN while executing native code. This usually indicates
    17. a fatal error in the mono runtime or one of the native libraries
    18. used by your application.
    19. =================================================================
    20.  
    21. =================================================================
    22.    Managed Stacktrace:
    23. =================================================================
    24. =================================================================
    25. Received signal SIGSEGV
    26. Obtained 10 stack frames
    27. 0x00007ff6a0359423 (Unity) GUIView::ProcessInputEventFromAPI
    28. 0x00007ff6a03592f8 (Unity) GUIView::ProcessInputEvent
    29. 0x00007ff6a08a381e (Unity) GUIView::DoPaint
    30. 0x00007ff6a08acb5d (Unity) GUIView::RepaintAll
    31. 0x00007ff6a042abd3 (Unity) Application::TickTimer
    32. 0x00007ff6a087ff2a (Unity) MainMessageLoop
    33. 0x00007ff6a08847fb (Unity) WinMain
    34. 0x00007ff6a1c4d0ee (Unity) __scrt_common_main_seh
    35. 0x00007ffc8d5f7614 (KERNEL32) BaseThreadInitThunk
    36. 0x00007ffc8e6c26a1 (ntdll) RtlUserThreadStart
     
    omer_unity370 likes this.
  2. melos_han_tani

    melos_han_tani

    Joined:
    Jan 11, 2018
    Posts:
    77
    Hey! Me and another user have had the same crash - same unity version, on Windows 7 for them, and 10 for me.

    Case 1

    The user was just editing a material/tweaking colors/tweaking an image texture, but no prefabs were open.

    Code (CSharp):
    1.  
    2. Obtained 10 stack frames
    3. 0x00007ff6a3f69423 (Unity) GUIView::processInputEventFromAPI
    4. 0x00007ff6a3f692f8 (Unity) GUIView::processInputEvent
    5. 0x00007ff6a44b381e (Unity) GUIView::DoPaint
    6. 0x00007ff6a44bcb5d (Unity) GUIView::RepaintAll
    7. 0x00007ff6a403abd3 (Unity) Application::TickTimer
    8. 0x00007ff6a448ff2a (Unity) MainMessageLoop
    9. 0x00007ff6a44947fb (Unity) WinMain
    10. 0x00007ff6a585d0ee (Unity) __scrt_common_main_seh
    11. 0x00007fff43357614 (KERNEL32) BaseThreadInitThunk
    12. 0x00007fff43c626a1 (ntdll) RtlUserThreadStart
    13.  
    Case 2
    Bizarrely, I myself - on an earlier version of 2021.3 - had a similar crash with overlapping stack frames, mentioned here:
    https://forum.unity.com/threads/better-ui.453808/page-9#post-8868714 . It's impossible to reproduce, and for me, mainly started happening when resizing the game view by dragging the window panes, or exiting play mode.
    (The crash has nothing to do with BetterUI, I think.)

    I have a two-monitor setup with unity windows on both. I also have a custom editorwindow I use for stuff but it doesn't throw errors, only rarely warnings about 'pushing more GUI clips than you are popping'. Both me and the other user usually have that window open.


    Case 3
    I would have crashes when unsetting/setting a physic material on an object, and using the undo key. This was a few weeks ago and hasn't happened since



    Other

    Unfortunately it seems random for us as well. My crashes stopped entirely after restarting my computer, the other user can't trigger it...
     
    Last edited: Mar 16, 2023
  3. melos_han_tani

    melos_han_tani

    Joined:
    Jan 11, 2018
    Posts:
    77
    Maybe we can list non-traditional things about our setups that we might have in common:

    1. We have two editor windows we make that have grid selections and some dropdowns, for placing prefabs
    2. That tool also creates a lot of meshes in the undo stack
    3. Our scene views sometimes have postprocessing applied (through URP)
    4. I often have two scenes open, one with the canvas UI
     
  4. omer_unity370

    omer_unity370

    Joined:
    Nov 18, 2020
    Posts:
    2
    for me, Unity 2021.3.19f1, it happens when I interact with an IMGUI EditorWiundow that opens in ShowAsDropDown() - I can't replicate a scenario but opening & closing this window while interacting with other UI components reproduces it after 15s.

    the log is almost identical:
    Code (CSharp):
    1.  
    2. ...
    3. <RI> Initialized touch support.
    4. Dereferencing NULL PPtr!
    5. Received signal SIGSEGV
    6. Obtained 9 stack frames
    7. 0x00007ff6731c8a2a (Unity) GUIView::ProcessInputEvent
    8. 0x00007ff673712f6e (Unity) GUIView::DoPaint
    9. 0x00007ff67371c29d (Unity) GUIView::RepaintAll
    10. 0x00007ff67329a313 (Unity) Application::TickTimer
    11. 0x00007ff6736ef67a (Unity) MainMessageLoop
    12. 0x00007ff6736f3f4b (Unity) WinMain
    13. 0x00007ff674abb05e (Unity) __scrt_common_main_seh
    14. 0x00007ffb2720269d (KERNEL32) BaseThreadInitThunk
    15. 0x00007ffb27f0a9f8 (ntdll) RtlUserThreadStart
    16.  
    17.  
     
  5. starikcetin

    starikcetin

    Joined:
    Dec 7, 2017
    Posts:
    335
    Getting this also. Extremely infuriating. Here is my crash log:
    Code (csharp):
    1.  
    2. Dereferencing NULL PPtr!
    3.  
    4. =================================================================
    5.     Native Crash Reporting
    6. =================================================================
    7. Got a UNKNOWN while executing native code. This usually indicates
    8. a fatal error in the mono runtime or one of the native libraries
    9. used by your application.
    10. =================================================================
    11.  
    12. =================================================================
    13.     Managed Stacktrace:
    14. =================================================================
    15. =================================================================
    16. Received signal SIGSEGV
    17. Obtained 9 stack frames
    18. 0x00007ff6d9ce3d4a (Unity) GUIView::ProcessInputEvent
    19. 0x00007ff6da22de4e (Unity) GUIView::DoPaint
    20. 0x00007ff6da2370fd (Unity) GUIView::RepaintAll
    21. 0x00007ff6d9db5603 (Unity) Application::TickTimer
    22. 0x00007ff6da20aa1a (Unity) MainMessageLoop
    23. 0x00007ff6da20f2eb (Unity) WinMain
    24. 0x00007ff6db5c484e (Unity) __scrt_common_main_seh
    25. 0x00007ffa61227034 (KERNEL32) BaseThreadInitThunk
    26. 0x00007ffa617426a1 (ntdll) RtlUserThreadStart
    27.  
     
  6. starikcetin

    starikcetin

    Joined:
    Dec 7, 2017
    Posts:
    335