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ExecutionEngineException: SIGILL on Double-click scene

Discussion in 'Editor & General Support' started by alex_nwu, Apr 16, 2014.

  1. alex_nwu

    alex_nwu

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    Apr 16, 2014
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    I'm running Unity 4.3.4 on Max OSX Mavericks.

    Sometimes when I try to open a scene within Unity by double-clicking, I get ExecutionEngineException: SIGILL.

    It's hard to determine exactly when this happens, but I've uninstalled/reinstalled, rebooted the machine, etc without any change. Sometimes Unity will get so hungup that it becomes unresponsive.

    Following that, if I try to use the File > Open Scene route, the finder window that comes up seems unable to get directory structure and gets stuck, as well, so it seems like some kind of file IO issue but I have no real clue at this point.

    If anyone has seen this issue or has any insight I would really appreciate it.

    Thanks
     
  2. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Never heard of that before. SIGILL is an illegal instruction exception, which seems a bit unlikely. Is this a regular install of Mavericks on an Apple machine (not a Hackintosh) and a regular (not pirated) copy of Unity? Is it just one scene, or all scenes? Does it happen on just the one machine, or on other machines as well. (Trying to help you work out if it's a project, or machine related issue.)
     
  3. alex_nwu

    alex_nwu

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    Legit Mavericks and Unity installs on real apple hardware.

    It's not limited to a single scene, it seems to happen fairly unpredictably going from any one scene to any other.

    There really isn't anyone else who could try opening the project but I will try to get someone to try it today.
     
  4. alex_nwu

    alex_nwu

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    Here's the error message:

    ExecutionEngineException: SIGILL
    UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID)
    UnityEditor.ProjectBrowser.OpenAssetSelection (System.Int32[] selectedInstanceIDs)
    UnityEditor.ProjectBrowser.OpenListAreaSelection ()
    UnityEditor.ProjectBrowser.ListAreaItemSelectedCallback (Boolean doubleClicked)
     
  5. CarinaMclane

    CarinaMclane

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    Mar 12, 2014
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    I'm also running genuine Unity Pro 4.3.4 on OSX Mavericks, real apple hardware (2012 Macbook Pro, Retina). While I'm a novice Unity user, I'm a developer by trade and I'm having so many SIGILL exceptions it is making the editor software virtually unusable.

    Seems to happen regardless of scene, project and target platform.

    Most recently happened when clicking to open a C# script file. I've just tried to replicate it but instead, the editor freezes, can't seem to get it to produce an error message.
     
    Last edited: Apr 20, 2014
  6. Jaroslav-Stehlik

    Jaroslav-Stehlik

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    This happens always when I create new script and double click on it.

    it throws this exact error

    ExecutionEngineException: SIGILL
    UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID)
    UnityEditor.ProjectBrowser.OpenAssetSelection (System.Int32[] selectedInstanceIDs)
    UnityEditor.ProjectBrowser.AssetTreeItemDoubleClickedCallback (Int32 instanceID)
    UnityEditor.TreeView.HandleUnusedMouseEventsForNode (Rect rect, UnityEditor.TreeViewItem item)
    UnityEditor.TreeView.OnGUI (Rect rect, Int32 keyboardControlID)
    UnityEditor.ProjectBrowser.OnGUI ()
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

    after another clicking on the file unity crashes

    after restarting unity I can open the new created file

    I have latest maverick system
     
  7. bingheliefeng

    bingheliefeng

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    May 8, 2014
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    12
    I have the issue too.
    unity 4.3.4f1
    OS X 10.9.2 (13C1021)
    2.4 GHZ Intel Core i5
    4 GB 1600 MHz DDR3
    Intel Iris 1024 MB
    mac Retina, 13-inch
     
  8. Nub3h

    Nub3h

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    Aug 23, 2012
    Posts:
    56
    same here, every time I open the Occlusion window I get "ExecutionEngineException: SIGILL" in the console and then the editor hangs forever and I need to kill it. I'm using OSX 10.8.5 on an iMac.
     
  9. DannyHellfish

    DannyHellfish

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    Jan 20, 2014
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    I also have the same problem. Maverick, Macbook Pro, newest Unity Version. It randomly but really often happens in the most different situations. Nearly every time I try to open an external asset (script, sound, graphic) through the project view but also when I try to open a scene or when I build to xcode.
     
  10. Vicky Smalley

    Vicky Smalley

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    Jan 6, 2014
    Posts:
    4
    My team is also experiencing this. It's happening when we try to import a specific resource, and we can make the problem go away temporarily by reimporting, but it comes back the next time we run the game. Any help would be much appreciated!
     
  11. ayyappa

    ayyappa

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    Jan 4, 2014
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    This happens very often for me. Filed the bug report some times but didn't get resolve.
    It will throw that exception for me for the following occasions.
    1)When ever I Click a scene. It will show SigKill in console and nothing happens.
    2)When ever I save any new Scene, Unity Hangs. This happens for any new scene. All the data in that new scene will go waste.

    I'm on Mountain Lion, iMac and with Valid Unity Pro License. ver : 4.3.4f1 . This issue was there from quite few versions.


    ExecutionEngineException: SIGILL
    UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID)
    UnityEditor.ProjectBrowser.OpenAssetSelection (System.Int32[] selectedInstanceIDs)
    UnityEditor.ProjectBrowser.OpenListAreaSelection ()
    UnityEditor.ProjectBrowser.ListAreaItemSelectedCallback (Boolean doubleClicked)
    UnityEditor.ObjectListArea.SetSelection (System.Int32[] selectedInstanceIDs, Boolean doubleClicked)
    UnityEditor.ObjectListArea+LocalGroup.HandleMouseWithDragging (Int32 instanceID, Int32 controlID, Rect rect)
    UnityEditor.ObjectListArea+LocalGroup.DrawItem (Rect position, UnityEditor.FilterResult filterItem, UnityEditor.BuiltinResource builtinResource, Boolean isFolderBrowsing)
    UnityEditor.ObjectListArea+LocalGroup.DrawInternal (Int32 beginIndex, Int32 endIndex, Single yOffset)
    UnityEditor.ObjectListArea+Group.Draw (Single yOffset, Vector2 scrollPos)
    UnityEditor.ObjectListArea.HandleListArea ()
    UnityEditor.ObjectListArea.OnGUI (Rect position, Int32 keyboardControlID)
    UnityEditor.ProjectBrowser.OnGUI ()
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
     
  12. Vicky Smalley

    Vicky Smalley

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    We think this is a problem with the Asset Database becoming corrupted. Doing a "Reimport All" seems to have fixed the issue for those experiencing it.
     
  13. RamPi

    RamPi

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    Aug 11, 2012
    Posts:
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    Tried the Reimport all and the problem still persists for me. Can't open scenes and finder hangs all the time.

    Using latest Macbook Pro with Mavericks and Unity 4.3.4



    ExecutionEngineException: SIGILL
    at (wrapper managed-to-native) UnityEditor.AssetDatabase:OpenAsset (int,int)
    at UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID) [0x00000] in <filename unknown>:0
     
  14. theschnuffel

    theschnuffel

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    Dec 22, 2013
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    Same issue here.

    Mid-2010 Macbook Pro, Mavericks and Unity 4.3.4f1.
    When I work in Unity for a while and try to open another scene I get the SIGILL error.
     
  15. RamPi

    RamPi

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    I've Raised it as a bug. Hopefully they find out whats causing it its becoming really painful to dev with.

    I've had it where I get the SIGLL error and somehow clicked save after getting it. Although it didn't look like the scene had opened it had actually opened in the background and the save overwrote it with the contents of the scene I had open previously(or seemingly still had open as the contents and scene title remained in the editor window). So watch out for that.
     
  16. theschnuffel

    theschnuffel

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    Unfortunately I can confirm that behaviour. I lost a lot of work by overwriting scenes this way, twice actually before I realized what was happening.
    Now I just quit Unity when SIGILL occurs, or kill the process if necessary. It's really a pain working this way as it happens very often.
     
  17. fffMalzbier

    fffMalzbier

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    I'm getting ExecutionEngineException: SIGILL on my mac machine with unity 4 very often.
     
  18. Vicky Smalley

    Vicky Smalley

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    We've tracked this down, it was due to calling DestroyImmediate with allowDestroyingAssets set to true. The objectToBeDestroyed was loaded dynamically from Resources and DestroyImmediate was removing it from the Asset Database, so the next time we tried to load it, we'd get the SIGILL error.

    To fix, we had to stop destroying this object at run-time AND reimport it.
     
  19. alex_nwu

    alex_nwu

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    I'm not using any calls to DestroyImmediate in my code... I am, however, using NGUI, which uses DestroyImmediate in a handful of places. I'm stuck using NGUI for now; not using it isn't an option.
     
  20. alex_nwu

    alex_nwu

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    It would be nice to hear a response. At this point, it's obviously an issue that many people are seeing.
     
  21. theschnuffel

    theschnuffel

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    I'm using 2D Toolkit, so I guess it's the same there.
     
  22. alex_nwu

    alex_nwu

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    Do you plan on following up on this issue?
     
  23. GarthSmith

    GarthSmith

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    I get the same thing here.

    Be careful, because if you attempt to load another scene, and it fails to load, then you hit command-S to save, it'll save the current scene over the one you attempted to load. theschnuffel, sounds like you got hit by this. In my case I was thankful to have svn come to the rescue.
     
  24. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    What do you want me to say? @Vicky Smalley gave an explanation which appears to make sense. I know you say that your code doesn't use DestroyImmediate. Maybe contact the vendor and ask for advice?
     
  25. alex_nwu

    alex_nwu

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    Well, there's no reason to get snippy; you asked for information, I supplied it and you never followed up.

    Secondly, is this the supported behavior of a script that uses DestroyImmediate?
     
  26. ayyappa

    ayyappa

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    aitmehdi043 likes this.