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Editor Error: Assertion failed on expression: 'SUCCEEDED(hr)'

Discussion in 'Editor & General Support' started by LordTommy33, Jan 14, 2022.

  1. LordTommy33

    LordTommy33

    Joined:
    Sep 12, 2017
    Posts:
    7
    Today I started getting this Editor error repeatedly during play mode. It took me a few hours to realize the error occurs whenever changing the FOV of the camera. It also happens when scrolling the dolly in the scene view. I've been working on this project for several months and this is the first I've ever had this error. It usually takes a few minutes after starting Unity before it starts to show up as well. Anyone know of anyway to fix this?

    My graphics drivers are up to date, both Integrated and GPU (I'm on a laptop, GPU is a 3080 mobile and Integrated is AMD Radeon Graphics, cannot find more information on the integrated but it is a newer hybrid version that tries to use both GPUs at the same time). This error only started today, which it just so happens to be after performing a Windows Update this morning, but I didn't see it until late this afternoon. Using DXD11, tried setting to DXD12 but Unity would not work at all with it.

    Assertion failed on expression: 'SUCCEEDED(hr)'
    0x00007ff6f324809c (Unity) StackWalker::GetCurrentCallstack
    0x00007ff6f3250739 (Unity) StackWalker::ShowCallstack
    0x00007ff6f4785eec (Unity) GetStacktrace
    0x00007ff6f58ba5a3 (Unity) DebugStringToFile
    0x00007ff6f58ba2a2 (Unity) AssertImplementation
    0x00007ff6f1f1651a (Unity) GfxDeviceD3D11Base::SetupDeferredRasterState
    0x00007ff6f1f08a60 (Unity) GfxDeviceD3D11Base::BeforeDrawCall
    0x00007ff6f1f0e018 (Unity) GfxDeviceD3D11Base::DrawBuffersBatchMode
    0x00007ff6f5532def (Unity) GfxDeviceWorker::RunCommand
    0x00007ff6f553709c (Unity) GfxDeviceWorker::RunExt
    0x00007ff6f55375e8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    0x00007ff6f2ec9155 (Unity) Thread::RunThreadWrapper
    0x00007ffd7c8e7034 (KERNEL32) BaseThreadInitThunk
    0x00007ffd7e842651 (ntdll) RtlUserThreadStart
     
  2. jhughes2112

    jhughes2112

    Joined:
    Nov 20, 2014
    Posts:
    172
    Exactly same for me. Project has been in dev for a long time, but something we must have added in the past week has started causing this. Not exactly the same call stack, but similar. Takes 5+ minutes of running around our game in Play mode, then certain actions we perform spew a ton of these. Most likely a graphics layer leak of some sort, but there isn't a lot of details.

    We're on D3D11 and Unity 2021.1.11f1 at the moment, with HDRP. I get a spray of these:

    Assertion failed on expression: 'SUCCEEDED(hr)'
    0x00007ff63315a53c (Unity) StackWalker::GetCurrentCallstack
    0x00007ff6331606d9 (Unity) StackWalker::ShowCallstack
    0x00007ff633955433 (Unity) GetStacktrace
    0x00007ff6348574ea (Unity) DebugStringToFile
    0x00007ff634857212 (Unity) AssertImplementation
    0x00007ff6328d985a (Unity) GfxDeviceD3D11Base::SetupDeferredRasterState
    0x00007ff6328cca20 (Unity) GfxDeviceD3D11Base::BeforeDrawCall
    0x00007ff6328d11e5 (Unity) GfxDeviceD3D11Base::DrawBuffers
    0x00007ff6347f39cd (Unity) GfxDeviceWorker::RunCommand
    0x00007ff6347f5fbd (Unity) GfxDeviceWorker::RunExt
    0x00007ff6347f60d8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    0x00007ff632f4d2be (Unity) Thread::RunThreadWrapper
    0x00007ffe67f67034 (KERNEL32) BaseThreadInitThunk
    0x00007ffe68d42651 (ntdll) RtlUserThreadStart
     
  3. FlamingoeZ

    FlamingoeZ

    Joined:
    Sep 20, 2021
    Posts:
    2
    Getting this as well, Unity 2021.3.11f1 -- HDRP, using Unity VR and I am receiving the D3D11 issue frequently, on a game w/ low intensity and I have a 3080 (Main is Intel)...

    This issue also appears while in game w/ VR on
     
    Last edited: Nov 16, 2022
  4. solkyoshiro

    solkyoshiro

    Joined:
    Aug 25, 2021
    Posts:
    27
    I frequently get this as well. But it doesn't seem like anyone has any solid idea on where it's coming from cause the error can be caused by many things apparently.