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Editor and standalone random crashing

Discussion in 'Physics' started by Squize, Jan 10, 2019.

  1. Squize

    Squize

    Joined:
    Jul 17, 2015
    Posts:
    11
    This is a really strange one.

    Since upgrading to 2018.3.0f2 I'm getting random crashes.

    The log manages to spit something out in it's final death throes

    Code (CSharp):
    1. Receiving unhandled NULL exception
    2. Obtained 26 stack frames.
    3. #0  0x00000100fa2ecb in Rigidbody::IsSleeping()
    4. #1  0x00000100f7b6a1 in PhysicsManager::Simulate(int, float)
    5. #2  0x00000100f79789 in PhysicsManager::InitializeClass()::FixedUpdatePhysicsFixedUpdateRegistrator::Forward()
    6. #3  0x00000100c947ce in ExecutePlayerLoop(NativePlayerLoopSystem*)
    7. #4  0x00000100c9483c in ExecutePlayerLoop(NativePlayerLoopSystem*)
    8. #5  0x00000100c94a18 in PlayerLoop()
    9. #6  0x000001019b9247 in PlayerLoopController::UpdateScene(bool)
    10. #7  0x000001019b3159 in PlayerLoopController::UpdateSceneIfNeeded()
    11. #8  0x000001019b10c1 in Application::TickTimer()
    12. #9  0x000001006fa68e in -[EditorApplication TickTimer]
    13. #10 0x007fff428cc646 in __NSFireTimer
    14. #11 0x007fff4053bedd in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    15. #12 0x007fff4053ba90 in __CFRunLoopDoTimer
    16. #13 0x007fff4053b5d0 in __CFRunLoopDoTimers
    17. #14 0x007fff4051c81b in __CFRunLoopRun
    18. #15 0x007fff4051bd48 in CFRunLoopRunSpecific
    19. #16 0x007fff3f7b2ab5 in RunCurrentEventLoopInMode
    20. #17 0x007fff3f7b27eb in ReceiveNextEventCommon
    21. #18 0x007fff3f7b2568 in _BlockUntilNextEventMatchingListInModeWithFilter
    22. #19 0x007fff3da6d363 in _DPSNextEvent
    23. #20 0x007fff3da6c102 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    24. #21 0x007fff3da66165 in -[NSApplication run]
    25. #22 0x007fff3da558a3 in NSApplicationMain
    26. #23 0x0000010072292c in EditorMain(int, char const**)
    27. #24 0x00000100722da9 in main
    28. #25 0x007fff6d75ded9 in start
    29.  
    (Sorry about the formatting, I never post here so it's all new and scary).

    I've not been able to narrow it down, it'll just randomly happen when testing my game. Also I've done the thing of changing the collision type as that was throwing errors as covered in another recent thread.

    Just for completeness I'm on macOS Mojave 10.14.2.

    A starting point to look at would be great if anyone has had anything similar.

    Cheers.
     
  2. nepoez

    nepoez

    Joined:
    Sep 11, 2011
    Posts:
    283
    I got similar issue starting 2018.3. Have you solved it?

    Code (CSharp):
    1.  
    2. Write to location 00000000E8E37DE8 caused an access violation.
    3.  
    4. Context:
    5. RDI:    0x00000000e8f3dda0  RSI: 0x00000000e8f3dd30  RAX:   0x00000000e8e37d90
    6. RBX:    0x0000000000000000  RCX: 0x00000000e8e37de8  RDX:   0x0000000143e37fa0
    7. RIP:    0x00000000e8e37de8  RBP: 0x0000000000000001  SegCs: 0x0000000100000033
    8. EFlags: 0x0000000000010202  RSP: 0x00000000005fd948  SegSs: 0x000000010000002b
    9. R8:     0x00000000005fd8a8  R9:  0x00000000d6ef2dd0  R10:   0x0000000000000000
    10. R11:    0x00000000005fd920  R12: 0x0000000142d3a140  R13:   0x000000000dac9390
    11. R14:    0x00000000d4305980  R15: 0x00000000e8e37e40
    12.  
    13.  
    14. Bytes at CS:EIP:
    15. 90 7d e3 e8 00 00 00 00 91 01 00 00 00 00 00 00
    16.  
    17. *** WARNING ***
    18. Managed call stack frames will be incorrect or missing.
    19. The Mono DLL at 'C:\Program Files\Unity2018_3_4f1\Editor\Data\Mono\EmbedRuntime\mono.dll' does not provide out-of-process stack information support.
    20. Upgrade to a newer version of the Mono Scripting Runtime for more detailed debug information.
    21.  
    22.  
    23. Stack Trace of Crashed Thread 31192:
    24. ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 00000000E8E37DE8)
    25. ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 00000000E8E37DE8)
    26. 0x00000000E8E37DE8 ((<unknown>)) (function-name not available)
    27. 0x0000000140B3D965 (Unity) PhysicsManager::Simulate
    28. 0x0000000140B362F6 (Unity) `PhysicsManager::InitializeClass'::`2'::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
    29. 0x000000014095FFD7 (Unity) ExecutePlayerLoop
    30. 0x00000001409600A3 (Unity) ExecutePlayerLoop
    31. 0x0000000140963351 (Unity) PlayerLoop
    32. 0x000000014133DD4F (Unity) PlayerLoopController::UpdateScene
    33. 0x000000014133C300 (Unity) Application::TickTimer
    34. 0x00000001414981CB (Unity) MainMessageLoop
    35. 0x0000000141499E66 (Unity) WinMain
    36. 0x000000014247DE8A (Unity) __scrt_common_main_seh
    37. 0x00007FFEC21781F4 (KERNEL32) BaseThreadInitThunk
    38. 0x00007FFEC4DDA251 (ntdll) RtlUserThreadStart
    39.  
    40. Stacks for Running Threads:
    41.  
    42. Call Stack for Thread 26564:
    43. 0x00007FFEC4E0F6F4 (ntdll) ZwWaitForSingleObject
    44. 0x00007FFEC19245C3 (KERNELBASE) WaitForSingleObjectEx
    45. 0x0000000140AF6A28 (Unity) profiling::Dispatcher::Run
    46. 0x0000000140AF6C2E (Unity) profiling::Dispatcher::ThreadFunc
    47. 0x0000000140A70D24 (Unity) Thread::RunThreadWrapper
    48. 0x00007FFEC21781F4 (KERNEL32) BaseThreadInitThunk
    49. 0x00007FFEC4DDA251 (ntdll) RtlUserThreadStart
    50.  
     
  3. Squize

    Squize

    Joined:
    Jul 17, 2015
    Posts:
    11
    Sorry about the late reply (Started a new job and moved, so that's being nice and relaxing).

    I'm afraid not no.