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Question Failed to pas WACK, "Error Found: The high OS version validation detected the following errors"

Discussion in 'Windows' started by FVS, Jul 28, 2022.

  1. FVS

    FVS

    Joined:
    Aug 10, 2015
    Posts:
    58
    I'm using Windows 11, Unity 2022.1.10, trying to build for UWP, Master config. Game runs well in Local Machine. But never passed Windows App Certification Kit (the latest Windows SDK installed), even with an empty project, the 2 errors are (also a screenshot attached):
    __________________________________
    (More info on this: actually, when I manually uploaded the app packages, I was able to publish the app, someone actually played it normally, but I've just received email from Microsoft said that they retested it on Xbox One, and Microsoft Surface Laptop with Windows build 10.0.22000.4976, and the game "loads indefinitely", that's the ultimate issue I want to solve, and I think it has to do with the failure, I don't have an Xbox to debug.)
    ___________________________________

    FAILED
    Platform version launch
    • Error Found: The high OS version validation detected the following errors:
      • Cannot launch App
      • Cannot launch App
      • The app 6413FVS.BoomDots_1.0.0.0_x86__40ganyd8gqstc failed platform version launch test.
    • Impact if not fixed: The app should not use version information to provide functionality that is specific to the OS.
    • How to fix: Please use recommended methods to check for available functionality in the OS. See the link below for more information.
      Operating System Version

    PASSED
    App launch

    FAILED
    Crashes and hangs
    • Error Found: The crashes and hangs test detected the following errors:
      • Executable C:\Program Files\WindowsApps\6413FVS.BoomDots_1.0.0.0_x86__40ganyd8gqstc\My project.exe was detected by Windows Error Reporting and experienced a crash or hang.
      • Application 6413FVS.BoomDots_1.0.0.0_x86__40ganyd8gqstc was detected by Windows Error Reporting and experienced a crash or hang.
      • Crash dump file C:\Users\fvsal\AppData\Local\Microsoft\AppCertKit\My project.exe.54092.dmp was created by Windows Error Reporting and provides additional information.
    • Impact if not fixed: An app that stops responding or crashes can cause data loss and is a poor user experience.
    • How to fix: Investigate and debug the app to identify and fix the problem.
      Debugging Store apps
     

    Attached Files:

  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,756
    Does this fail consistently? Can you share that .dmp file that the report generated?
     
  3. FVS

    FVS

    Joined:
    Aug 10, 2015
    Posts:
    58
    Yes, it fails consistently, even with a new empty Unity project. Here's the dump file: https://1drv.ms/u/s!AsVsmEgi66CZkY5WLh4-gowMBpl2IQ?e=2A0c4g
    It's a binary file and I don't even know how to open it.
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Can you try sharing the file again? I can't seem to be able to access it.
     
  5. FVS

    FVS

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    Aug 10, 2015
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  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    You're running on an insider version of Windows. Generally, app cert kit only functions correctly on Windows versions matching the OS version. What version of the Windows SDK are you using?

    The crash itself happens during process initialization, before any of your or Unity's code executes:

    Code (csharp):
    1. gdi32full.dll!___dyn_tls_init@12()
    2. gdi32full.dll!dllmain_crt_process_attach()
    3. gdi32full.dll!dllmain_crt_dispatch()
    4. gdi32full.dll!dllmain_dispatch()
    5. gdi32full.dll!__DllMainCRTStartup@12()
    6. verifier.dll!_AVrfpStandardDllEntryPointRoutine@12()
    7. vrfcore.dll!VfCoreStandardDllEntryPointRoutine(void *,unsigned long,struct _CONTEXT *)
    8. ntdll.dll!_LdrxCallInitRoutine@16()
    9. ntdll.dll!LdrpCallInitRoutine()
    10. ntdll.dll!_LdrpInitializeNode@4()
    11. ntdll.dll!LdrpInitializeGraphRecurse()
    12. ntdll.dll!LdrpInitializeGraphRecurse()
    13. ntdll.dll!_AVrfInitializeVerifier@24()
    14. ntdll.dll!_LdrpInitializeProcess@8()
    15. ntdll.dll!__LdrpInitialize@8()
    16. ntdll.dll!_LdrpInitializeInternal@8()
    17. ntdll.dll!_LdrpInitialize@8()
    18. ntdll.dll!LdrInitializeThunk()
    Therefore I suspect the issue isn't with Unity or your project, but with your system. I bet that if you submitted your game to Microsoft Store, it would pass certification. You could also try it on another machine that's not running on an Insider version of Windows.

    I also noticed that you're building the game as 32-bit. While not related to the crash, is there a reason for that?

    You can open it in any debugger like Visual Studio or WinDBG.
     
  7. FVS

    FVS

    Joined:
    Aug 10, 2015
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    Yes, that's what happened with the previous builds, they all passed and made it to the store despite those failures when tested offline. I've been waiting for the last builds to be approved, and it's just been live, means it passed, too. So I guess you're right about the Insider thing. Bad thing is, now I have no clue about the crash in some devices they tested, and they even gave me a deadline to fix it, or else the game will be removed from the store. And I don't know if the new passed submission counts as a fix Those are not the title question, but hope someone can give me a little more clue about that.

    I built both for 32 and 64-bit, I don't know why the kit only tested with the 32-bit version.
     
  8. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Hard to tell, do you have a stacktrace from the dev center?
     
  9. FVS

    FVS

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    In the Microsoft dashboard, there are 2 records of crashes, one 1 named Unknown, they have no info on that. The other is named "null_pointer_read_avrf_c0000005_gdi32full.dll!__dyn_tls_init", and here is its stack trace (100% of total stack):
    Frame Image Function Offset
    0 gdi32full.dll __dyn_tls_init 0x000000000000002D
    1 gdi32full.dll dllmain_crt_process_attach 0x00000000000000EF
    2 gdi32full.dll dllmain_dispatch 0x000000000000007E
    3 verifier.dll AVrfpStandardDllEntryPointRoutine 0x00000000000000F3
    4 vrfcore.dll VfCoreStandardDllEntryPointRoutine 0x000000000000018E
    5 ntdll.dll LdrpCallInitRoutine 0x000000000000006B
    6 ntdll.dll LdrpInitializeNode 0x00000000000001C9
    7 ntdll.dll LdrpInitializeGraphRecurse 0x0000000000000042
    8 ntdll.dll LdrpInitializeGraphRecurse 0x00000000000000B4
    9 ntdll.dll AVrfInitializeVerifier 0x0000000000000265
    10 ntdll.dll LdrpInitializeProcess 0x0000000000001670
    11 ntdll.dll _LdrpInitialize 0x0000000000055BF2
    12 ntdll.dll LdrpInitializeInternal 0x000000000000006B
    13 ntdll.dll LdrInitializeThunk 0x000000000000000E
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    How many crashes with that stacktrace do they report? And how many with "UNKNOWN"? That stacktrace is identical to the crash dump that you sent me, so I suspect it's coming from you running WACK on your own machine (with insider version of Windows). "Verifier.dll" is a dead giveaway, that DLL isn't present when running the app normally.
     
  11. FVS

    FVS

    Joined:
    Aug 10, 2015
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    We have 16 Hits for Unknown, and 1 hit for the error.

    So it must be the case. Maybe I'll contact MS to confirm if the last submission fix the bug (I didn't fix anything though, just hope to survive the deadline, for now).

    P.s: I was about to say that that error didn't occur in my machine since the report said the device was Intel Core i7, checked mine as a joke (always thought it was i5 or something else) and it was i7. I'm a solo dev, using my own PC
     
  12. danidani360

    danidani360

    Joined:
    Jul 28, 2020
    Posts:
    2
    I am having this same issue too. This is my first time trying to publish, and I am not very advanced. Any solutions?
     
  13. PeachyPixels

    PeachyPixels

    Joined:
    Feb 17, 2018
    Posts:
    716
    I ran my first game through the WACK tests and encountered a similar issue...

    "Task failed to enable HighVersionLie"

    After researching it turned out to be an MS issue that can be ignored...

    https://developercommunity.visualstudio.com/t/vs-1676-error-certification-kit-highversionlie/1224401
    https://github.com/microsoft/react-native-windows/issues/6331

    It might be the same family of errors as yours, but maybe not.

    Ultimately I ignored the error, submitted the build, it passed cert and I've never seen an issue in the year it's been live.
     
    FVS likes this.