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Bug ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+CompareImpl`1

Discussion in 'Entity Component System' started by optimise, Jun 16, 2022.

  1. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    2,137
    @elliotc-unity I tried 0.51 release at Unity 2021.3.4f1 and build android build but the android failed to run properly and get the following error:

    2022/06/16 23:36:05.710 8764 8797 Error Unity ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+CompareImpl`1[[Unity.Physics.PhysicsWorldIndex, Unity.Physics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::CompareFunc' for which no ahead of time (AOT) code was generated.
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.FastEquality.Equals[T] (T& lhs, T& rhs, Unity.Entities.FastEquality+TypeInfo typeInfo) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.TypeManager.Equals[T] (T& left, T& right) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.FindSharedComponentIndex[T] (System.Int32 typeIndex, T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.InsertSharedComponent_Managed[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.EntityDataAccess.InsertSharedComponent[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.710 8764 8797 Error Unity at Unity.Entities.EntityQueryImpl.AddSharedComponentFilter[Shar
    2022/06/16 23:36:05.939 8764 8797 Error Unity ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+CompareImpl`1[[Unity.Physics.PhysicsWorldIndex, Unity.Physics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::CompareFunc' for which no ahead of time (AOT) code was generated.
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.FastEquality.Equals[T] (T& lhs, T& rhs, Unity.Entities.FastEquality+TypeInfo typeInfo) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.TypeManager.Equals[T] (T& left, T& right) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.FindSharedComponentIndex[T] (System.Int32 typeIndex, T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.InsertSharedComponent_Managed[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.EntityDataAccess.InsertSharedComponent[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:05.939 8764 8797 Error Unity at Unity.Entities.EntityQueryImpl.AddSharedComponentFilter[Shar
    2022/06/16 23:36:06.186 8764 8797 Error Unity ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+CompareImpl`1[[Unity.Physics.PhysicsWorldIndex, Unity.Physics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::CompareFunc' for which no ahead of time (AOT) code was generated.
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.FastEquality.Equals[T] (T& lhs, T& rhs, Unity.Entities.FastEquality+TypeInfo typeInfo) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.TypeManager.Equals[T] (T& left, T& right) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.FindSharedComponentIndex[T] (System.Int32 typeIndex, T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.ManagedComponentStore.InsertSharedComponent_Managed[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.EntityDataAccess.InsertSharedComponent[T] (T newData) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.186 8764 8797 Error Unity at Unity.Entities.EntityDataAccess.SetSharedComponentData[T] (U
    2022/06/16 23:36:06.361 8764 8797 Error Unity ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+GetHashCodeImpl`1[[Unity.Entities.SceneSection, Unity.Entities, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::GetHashCodeFunc' for which no ahead of time (AOT) code was generated.
    2022/06/16 23:36:06.361 8764 8797 Error Unity at Unity.Entities.TypeManager.GetHashCode (System.Void* val, System.Int32 typeIndex) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.361 8764 8797 Error Unity at Unity.Entities.TypeManager.GetHashCode (System.Object val, System.Int32 typeIndex) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.361 8764 8797 Error Unity at Unity.Entities.Serialization.SerializeUtility.ReadSharedComponents (Unity.Entities.ExclusiveEntityTransaction manager, Unity.Entities.Serialization.ManagedObjectBinaryReader managedDataReader, Unity.Collections.NativeArray`1[T] sharedComponentRemap, Unity.Collections.NativeArray`1[T] sharedComponentRecordArray) [0x00000] in <00000000000000000000000000000000>:0
    2022/06/16 23:36:06.361 8764 8797 Error Unity at Unity.Entities.Serialization.SerializeUtility.EndDeserializeWorld (Unity.Entities.ExclusiveEntityTra
     
  2. EugenyN1

    EugenyN1

    Joined:
    Jun 21, 2019
    Posts:
    17
    i have this same error.
    to reproduce, the project should have com.unity.physics@0.51.0-preview.32 and the project should build for il2cpp
     
    mikaelK likes this.
  3. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    230
    Yeah, we pulled the trigger too early for several different purposes. People seem reasonably hair on fire about it. We'll publish another round with fixes soon(tm).
     
    bb8_1, mikaelK, JesOb and 5 others like this.
  4. ChanceNCounter

    ChanceNCounter

    Joined:
    Dec 9, 2014
    Posts:
    23
    I obviously can't speak for everyone, but I think substantially more detailed dev logs on a much more regular basis would go a long way toward assuaging my frustration with these packages and their development. "Seems like soon" is better than radio silence, but we're still experiencing an infuriating cycle where we can neither work with the thing nor do we have any idea what's going on behind the scenes.

    Unity is not just software we use, it's the beating heart of our products, and DOTS represents a paradigm shift that's likely to govern the course of our careers. This particular dev hell has been so alienating that I'm no longer sure if I'm a Unity loyalist, or just don't like the competition. Please communicate more.
     
    elliotc-unity likes this.
  5. elliotc-unity

    elliotc-unity

    Unity Technologies

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    Nov 5, 2015
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    230
    @optimise @EugenyN1 can one of you try enabling full generic sharing for your build via project settings -> player -> configuration section -> IL2CPP Code Generation -> Faster (smaller) builds? We have a theory that this might be a workaround.
     
  6. EugenyN1

    EugenyN1

    Joined:
    Jun 21, 2019
    Posts:
    17
    yes, that fixes the problem. Thanks.
     
    bb8_1 and elliotc-unity like this.
  7. Anthiese

    Anthiese

    Joined:
    Oct 13, 2013
    Posts:
    74
    The setting mentioned doesn't appear under project settings for us, but rather under the classic Build Settings menu.
    The workaround appears to work for us as well, thank you!
     
    shotoutgames and optimise like this.
  8. optimise

    optimise

    Joined:
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    Posts:
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    @elliotc-unity Looks like IL2CPP Code Generation not able to serialize into ProjectSettings. Can u make sure it will be serialize into ProjectSettings at next Unity 2020.3.x version? With this current limitation I can't make sure the same project able to get working build at another machine.
     
  9. elliotc-unity

    elliotc-unity

    Unity Technologies

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    Nov 5, 2015
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    Eh? This is only an issue in 21.3, I thought, not 20.3? Also, all of Unity is off today, and yes we agree it was a mistake to release before a long weekend, as well as releasing without checking all these things.
     
    deus0, bb8_1 and optimise like this.
  10. optimise

    optimise

    Joined:
    Jan 22, 2014
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    Ya. It's 21.3 only issue. What I want to say is IL2CPP Code Generation option is actually at Build Settings instead of at ProjectSettings which make not able to save this option into ProjectSettings. I would like to see this option moves to ProjectSettings in future 21.3.x release.

    Btw I also curious I need to choose Faster (smaller) builds in order to fix the issue? Is that il2cpp codegen has some bugs?
     
    Last edited: Jun 17, 2022
    EugenyN1 likes this.
  11. polynatic

    polynatic

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    It is probably the Full Generic Sharing feature of IL2CPP. In 2021LTS it's only active with "Faster (smaller) builds". In 2022 it's always on. Got this from a forum post some time ago that I can't find anymore.
     
    deus0 likes this.
  12. kite3h

    kite3h

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    Aug 27, 2012
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    Where is "project settings -> player -> configuration section -> IL2CPP Code Generation -> Faster (smaller) builds" menu? I cant find it.
     
  13. Arnold_2013

    Arnold_2013

    Joined:
    Nov 24, 2013
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    Its in the old build settings :

    upload_2022-7-28_8-20-22.png
     
  14. lclemens

    lclemens

    Joined:
    Feb 15, 2020
    Posts:
    785
    I can verify that the error is still occurring under 0.51.1-preview.21.

    Also, does anyone know how to change disable full generic sharing mode in the scriptable build pipeline (WindowsClassicBuildConfiguration)?
     
    Last edited: Aug 5, 2022
  15. lclemens

    lclemens

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    I don't have that option:
    upload_2022-8-5_15-27-28.png

    Also, I'm using the build configuration pipeline because it supports subscenes and I don't see that option there either.
    upload_2022-8-5_15-29-31.png

    I'm using 0.51.1-preview.21 in unity 2021.3.7f1 and I'm trying to fix the error: ExecutionEngineException: Attempting to call method 'Unity.Entities.FastEquality+CompareImpl'1[[Unity.Physics.PhysicsWorldIndex...]]:CompareFunct' for which no ahead of time (AOT) code was generated".

    It gets triggered in an async coroutine when loading prefabs via addressables' LoadAssetsAsync().
     
    deus0 likes this.
  16. lclemens

    lclemens

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    Feb 15, 2020
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    That was one of the first places I looked, but for some reason I don't have it there:

    upload_2022-8-5_16-20-49.png

    Is there something I need to do in order to make the option appear?
     
  17. Spy-Master

    Spy-Master

    Joined:
    Aug 4, 2022
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    908
    ...
    upload_2022-8-5_15-32-26.png
     
    bb8_1 likes this.
  18. lclemens

    lclemens

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    Feb 15, 2020
    Posts:
    785
    Ah. I actually had the scripting backend set for il2cpp already, but I had two projects open and I accidentally looked at the settings for the wrong one when I sent my last post :confused::D. Anyway, thanks for the help - the error is gone!!
     
    bb8_1 likes this.
  19. elliotc-unity

    elliotc-unity

    Unity Technologies

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    Nov 5, 2015
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    I'm happy to announce that the fix for this has landed in 2021.3.9f1, which is now live! You can all set your builds back to "faster runtime" if you like. :)
     
  20. Karearea

    Karearea

    Joined:
    Sep 3, 2012
    Posts:
    386
    Just updated to 2021.3.9f1 and I now get the crash with both faster builds, and faster runtime. On Mac, with IL2CPP.

    The crash log looks like this for both settings:

    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x0000021b00000005
    Exception Codes: 0x0000000000000001, 0x0000021b00000005
    Exception Note: EXC_CORPSE_NOTIFY

    Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
    Terminating Process: exc handler [10618]

    VM Region Info: 0x21b00000005 is not in any region. Bytes after previous region: 1833951035398 Bytes before following region: 103238128893947
    REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
    commpage (reserved) 1000000000-7000000000 [384.0G] ---/--- SM=NUL ...(unallocated)
    ---> GAP OF 0x5f9000000000 BYTES
    MALLOC_NANO 600000000000-600008000000 [128.0M] rw-/rwx SM=PRV

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0 <translation info unavailable> 0x10228eefc ???
    1 <translation info unavailable> 0x10228ee2c ???
    2 ??? 0x12cd297f2 86876c11ad8b63968805b88bf0d31953_x64_sse4 + 18
    3 UnityPlayer.dylib 0x10c7650b9 0x10c307000 + 4579513
    4 UnityPlayer.dylib 0x10c30ab7e 0x10c307000 + 15230
    5 GameAssembly.dylib 0x1215b551b 0x11f4bd000 + 34571547
    6 GameAssembly.dylib 0x121526556 0x11f4bd000 + 33985878
    7 GameAssembly.dylib 0x1201ee1b0 0x11f4bd000 + 13832624
    8 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    9 GameAssembly.dylib 0x12011a2af 0x11f4bd000 + 12964527
    10 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    11 GameAssembly.dylib 0x120aabeca 0x11f4bd000 + 22998730
    12 GameAssembly.dylib 0x120ab2b8a 0x11f4bd000 + 23026570
    13 GameAssembly.dylib 0x12188832d 0x11f4bd000 + 37532461
    14 GameAssembly.dylib 0x120abc4fc 0x11f4bd000 + 23065852
    15 GameAssembly.dylib 0x12164bd57 0x11f4bd000 + 35188055
    16 GameAssembly.dylib 0x120abca2f 0x11f4bd000 + 23067183
    17 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    18 GameAssembly.dylib 0x12011a2af 0x11f4bd000 + 12964527
    19 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    20 GameAssembly.dylib 0x120aabeca 0x11f4bd000 + 22998730
    21 GameAssembly.dylib 0x120aaaeb8 0x11f4bd000 + 22994616
    22 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    23 GameAssembly.dylib 0x12011a2af 0x11f4bd000 + 12964527
    24 GameAssembly.dylib 0x120114a83 0x11f4bd000 + 12941955
    25 GameAssembly.dylib 0x11f9e5974 0x11f4bd000 + 5409140
    26 GameAssembly.dylib 0x11f9e57ee 0x11f4bd000 + 5408750
    27 UnityPlayer.dylib 0x10c95333c 0x10c307000 + 6603580
    28 UnityPlayer.dylib 0x10c959310 0x10c307000 + 6628112
    29 UnityPlayer.dylib 0x10c7a08f6 0x10c307000 + 4823286
    30 UnityPlayer.dylib 0x10c7a0984 0x10c307000 + 4823428
    31 UnityPlayer.dylib 0x10c7a0c03 0x10c307000 + 4824067
    32 UnityPlayer.dylib 0x10d27eef5 0x10c307000 + 16219893
    33 Foundation 0x7ff815583ef1 __NSFireTimer + 67
    34 CoreFoundation 0x7ff8147c8016 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
    35 CoreFoundation 0x7ff8147c7b07 __CFRunLoopDoTimer + 923
    36 CoreFoundation 0x7ff8147c766b __CFRunLoopDoTimers + 307
    37 CoreFoundation 0x7ff8147aded2 __CFRunLoopRun + 2014
    38 CoreFoundation 0x7ff8147ad034 CFRunLoopRunSpecific + 562
    39 HIToolbox 0x7ff81d8c95e6 RunCurrentEventLoopInMode + 292
    40 HIToolbox 0x7ff81d8c934a ReceiveNextEventCommon + 594
    41 HIToolbox 0x7ff81d8c90e5 _BlockUntilNextEventMatchingListInModeWithFilter + 70
    42 AppKit 0x7ff81711dfad _DPSNextEvent + 927
    43 AppKit 0x7ff81711c66a -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1394
    44 AppKit 0x7ff81710ed19 -[NSApplication run] + 586
    45 AppKit 0x7ff8170e2c97 NSApplicationMain + 817
    46 UnityPlayer.dylib 0x10d28259d PlayerMain(int, char const**) + 989
    47 dyld 0x20229752e start + 462
     
  21. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    230
    I'm pretty sure that's not the same bug, but an unrelated crash. Worth fixing, for sure (assuming it's not a non-unity native plugin or unsafe code misbehaving), but will need more info, and ideally a bug report.
     
  22. Karearea

    Karearea

    Joined:
    Sep 3, 2012
    Posts:
    386
    Ok thanks, I’ll do some digging and file a report. It kicks in exactly where the initial crash did so I’d thought it might be a repeat.

    Update: Looks like compound colliders are throwing the exception (all fine in the editor). Will keep digging.. Faster runtime works nicely!
     
    Last edited: Sep 2, 2022
    elliotc-unity likes this.
  23. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    2,137
    Just tried it sadly it's still doesn't work. I checked the 2021.3.9f1 changelog but it doesn't mention any fix about "faster runtime". I only found this fix.

    • IL2CPP: Prevent a memory corruption that could happen when the "Faster (smaller) builds" option is used with generic types that have a generic base class with no fields, and a different base class with at least one generic field. (UUM-3066)

    Edit: Now even worst. Both Faster (smaller) builds and Faster runtime options to build game runtime are not working. Launch game it just crash.
     
    Last edited: Sep 2, 2022
  24. Elapotp

    Elapotp

    Joined:
    May 14, 2014
    Posts:
    98
    Same for me. After updating from 8f1 to 9f1, the android build started to crash on start.
    Compilation with Faster (smaller) build
     
  25. elliotc-unity

    elliotc-unity

    Unity Technologies

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    Nov 5, 2015
    Posts:
    230
    @optimise @Elapotp could you post your crash callstacks? Sounds like the fix probably did land and then something else unrelated exploded. Very sorry.
     
  26. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    2,137
    Not sure whether this will help or not. I will try to provide better one if u need it.

    Native StackTrace:
    Thread 0 (crashed)
    0 libil2cpp.so 0x0000007d8d916784 BlobArray_1_GetUnsafePtr_mFF5B95F44D1DA647D85710F4F943530974FE71FF_gshared (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Generics1.cpp:29473)
    1 libil2cpp.so 0x0000007d8e655cd8 DotsSerializationReader__ctor_m315258F39B2C56305ECFFEE3EF95561BDC5CD4DA (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities7.cpp:11912)
    2 libil2cpp.so 0x0000007d8e655c70 DotsSerialization_CreateReader_mD449775FCAA012FBD6CF131CB7C488037D473745 (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities7.cpp:14758)
    3 libil2cpp.so 0x0000007d8e9ecf18 AsyncLoadSceneOperation_UpdateAsync_m25C4533BE332945DB9ACFCF80AB913B132653253 (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Scenes.cpp:13565)
    4 libil2cpp.so 0x0000007d8e9fa428 SceneSectionStreamingSystem_UpdateLoadOperation_m808052F10FF4966DB2C5563A77A366953377AD5A (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Scenes.cpp:27345)
    5 libil2cpp.so 0x0000007d8e9fa180 SceneSectionStreamingSystem_ProcessActiveStreams_m6300856C6B8532C6B75E14029910E8D17B39135E (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Scenes.cpp:27096)
    6 libil2cpp.so 0x0000007d8e9fb250 SceneSectionStreamingSystem_OnUpdate_m48E550F61E3B9720FA4CBC7B99BE33FD55750A85 (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Scenes.cpp:28248)
    7 libil2cpp.so 0x0000007d8e639c14 SystemBase_Update_m795994EE60C054DFA78C313A60ED025B2668C9B4 (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities5.cpp:21)
    8 libil2cpp.so 0x0000007d8e5adb18 ComponentSystemGroup_UpdateAllSystems_m78B1AA9EAF07133497E9BA556B592AC93935441C (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities.cpp:21)
    9 libil2cpp.so 0x0000007d8e5a9c44 ComponentSystem_Update_mC7F35C2595C5D67B4A4724A65C1D0CBFFAB56C3C (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities.cpp:21)
    10 libil2cpp.so 0x0000007d8e5adb18 ComponentSystemGroup_UpdateAllSystems_m78B1AA9EAF07133497E9BA556B592AC93935441C (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities.cpp:21)
    11 libil2cpp.so 0x0000007d8e5a9c44 ComponentSystem_Update_mC7F35C2595C5D67B4A4724A65C1D0CBFFAB56C3C (C:/Backend/Unity/Library/Bee/artifacts/Android/il2cppOutput/cpp\Unity.Entities.cpp:21)
    12 libil2cpp.so 0x0000007d8d0ae494 il2cpp::vm::Runtime::InvokeWithThrow(MethodInfo const*, void*, void**) (C:/Program Files/Unity/Hub/Editor/2021.3.9f1/Editor/Data/il2cpp/libil2cpp/vm\Runtime.cpp:576)
    13 libil2cpp.so 0x0000007d8d0ae2f4 il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) (C:/Program Files/Unity/Hub/Editor/2021.3.9f1/Editor/Data/il2cpp/libil2cpp/vm\Runtime.cpp:562)
    14 libunity.so 0x0000007da167eec8 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
    15 libunity.so 0x0000007da168d02c ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    16 libunity.so 0x0000007da15a0914 ExecutePlayerLoop(NativePlayerLoopSystem*)
    17 libunity.so 0x0000007da15a08c8 ExecutePlayerLoop(NativePlayerLoopSystem*)
    18 libunity.so 0x0000007da15a0b00 PlayerLoop()
    19 libunity.so 0x0000007da170a430 UnityPlayerLoop()
    20 libunity.so 0x0000007da1720a3c nativeRender(_JNIEnv*, _jobject*)
    21 base.odex 0x0000007dfc2d31fc <symbols missing for uuid: 0000000000000000000000000000000000000000>
     
  27. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    230
    Yes that helps a bunch! Does seem like a new & different crash. What Unity version were you on before this? And is the Unity version the only thing that changed?
     
  28. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    2,137
    I just rollback to 2021.3.8f1 and it's still working nicely again. I can confirm that in 2021.3.9f1 there are some changes that break Faster (smaller) builds and Faster runtime still not working yet.
     
    elliotc-unity likes this.
  29. Karearea

    Karearea

    Joined:
    Sep 3, 2012
    Posts:
    386
    Have done some digging and it’s definitely the presence of compound colliders that causes my crash, with both faster builds and runtimes. I can run the standalone fine when I remove all of them. Also tried rolling back to 2021.3.8f1, and it seems some (but not all) compound colliders appear to be failing gracefully, so may have been broken a while. Single colliders per body are fine.
     
    Last edited: Sep 3, 2022
  30. Elapotp

    Elapotp

    Joined:
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    @Karearea , @elliotc-unity , do not have stack trace right now (OOO), but yes, it definitely had something with Physics and CompoundCollider
     
  31. optimise

    optimise

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    Hi @elliotc-unity. Did Unity 2021.3.10f1 solves the issue or I need to wait for Unity 2021.3.11f1?
     
  32. elliotc-unity

    elliotc-unity

    Unity Technologies

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    No luck yet; we're still tracking down the cause. Sorry again.
     
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  33. optimise

    optimise

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    Alright. Thanks for reply. Btw is that possible to revert the changes at Unity 2021.3.11f1 first if still can't fix the issue? At least make Faster (smaller) builds setup working again first. Currently I still stuck at Unity 2021.3.8f1 and can't upgrade Unity version due to both Faster (smaller) builds and Faster runtime will crash runtime game build. Currently only Unity 2021.3.8f1 is the latest working version that with only Faster (smaller) builds setup. Faster runtime not working.
     
  34. elliotc-unity

    elliotc-unity

    Unity Technologies

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    We have to figure out which of the many changes from .8 to .9 did it first :) (we’re pretty sure it wasn’t the same one that fixed the previous crash)
     
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  35. optimise

    optimise

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    I see. Btw does Unity 2022.2 Beta get the similar issue for dots 1.0 preview release?
     
    Last edited: Sep 20, 2022
  36. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
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    No, mainly because in 22.2, il2cpp falls back to the generic shared version when it hasn’t generated specific code for a generic type instance, and that fall-back feature hadn’t happened yet in 21.3.

    (Plus, after this crash came up here, we applied the same fix there that we did to 21.3. But it wasn’t crashing in the first place; those paths were just ever so slightly slower.)
     
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