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Help needed to understand stack trace exception with AnimationCurve

Discussion in 'VR' started by ivan20071, Apr 18, 2018.

  1. ivan20071

    ivan20071

    Joined:
    Nov 15, 2017
    Posts:
    29
    Hi, this is the stack trace of a Universal Windows App:

    0 KERNELBASE.dll RaiseException 0x0000000000000068
    1 VCRUNTIME140_APP.dll _CxxThrowException 0x00000000000000C2
    2 vccorlib140_app.DLL __abi_WinRTraiseNullReferenceException 0x000000000000003A
    3 UnityPlayer.dll __abi_WinRTraiseException 0x0000000000000075
    4 UnityPlayer.dll scripting_array_element_ptr 0x000000000000005F
    5 UnityPlayer.dll Scripting::GetScriptingArrayStart_KeyframeTpl_float_ _ 0x000000000000004F
    6 UnityPlayer.dll SetKeysOnAnimationCurve 0x0000000000000051
    7 UnityPlayer.dll AnimationCurve_CUSTOM_Init 0x00000000000001C4
    8 UnityEngineDelegates.dll AnimationCurve_CUSTOM_Init 0x000000000000008F
    9 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000003B4CD1
    10 EasyMap3D.dll RHBinder__ShimExeMain 0x000000000050B2FB
    11 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6123
    12 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6F52
    13 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6F07
    14 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6EDB
    15 EasyMap3D.dll RHBinder__ShimExeMain 0x000000000115BAFB
    16 EasyMap3D.dll DllGetActivationFactory 0x00000000000979E2
    17 EasyMap3D.dll RHBinder__ShimExeMain 0x0000000001262FF1
    18 UnityPlayer.dll scripting_unity_engine_object_new_and_invoke_default_constructor 0x00000000000000CC
    19 UnityPlayer.dll MonoBehaviour::RebuildMonoInstance 0x00000000000001B5
    20 UnityPlayer.dll PersistentManager:roduceObjectInternal 0x00000000000004FD
    21 UnityPlayer.dll PersistentManager::CreateThreadActivationQueueEntry 0x000000000000009E
    22 UnityPlayer.dll PersistentManager:reallocateObjectThreaded 0x000000000000017D
    23 UnityPlayer.dll ImmediatePtr_Unity::Component_::Transfer_StreamedBinaryRead_0_ _ 0x00000000000000BA
    24 UnityPlayer.dll StreamedBinaryRead_0_::TransferSTLStyleArray_dynamic_array_GameObject::ComponentPair,8_ _ 0x000000000000007C
    25 UnityPlayer.dll GameObject::Transfer_StreamedBinaryRead_0_ _ 0x000000000000002C
    26 UnityPlayer.dll SerializedFile::ReadObject 0x000000000000017D
    27 UnityPlayer.dll PersistentManager::ReadAndActivateObjectThreaded 0x00000000000000A1
    28 UnityPlayer.dll PersistentManager::LoadFileCompletelyThreaded 0x0000000000000366
    29 UnityPlayer.dll LoadSceneOperation:erform 0x000000000000029D
    30 UnityPlayer.dll PreloadManager:rocessSingleOperation 0x000000000000003C
    31 UnityPlayer.dll PreloadManager::Run 0x00000000000000D6
    32 UnityPlayer.dll PreloadManager::Run 0x0000000000000009
    33 UnityPlayer.dll Thread::RunThreadWrapper 0x0000000000000025
    34 UnityPlayer.dll _lambda_8d314cbcea9b8b93920630789704d52d_:perator 0x000000000000001C
    35 UnityPlayer.dll ?__abi_Windows_System_Threading_WorkItemHandler___abi_IDelegate____abi_Invoke@?Q__abi_IDelegate@WorkItemHandler@Threading@System@Windows@@2345@UE$AAAJPE$AAUIAsyncAction@Foundation@5@ 0x0000000000000031
    36 threadpoolwinrt.dll Windows::System::Threading::CThreadPoolWorkItem::CommonWorkCallback 0x00000000000000AA
    37 threadpoolwinrt.dll Windows::System::Threading::CThreadPoolWorkItem::TimeSlicedCallback 0x0000000000000022
    38 kernel32.dll BaseThreadInitThunk 0x0000000000000014
    39 ntdll.dll RtlUserThreadStart 0x0000000000000021
    It seems that the problem is accessing an array of AnimationCurve but I don't understand if it can be a unity issue or a wrong use of AnimationCurve.
    I do not use explicitly AnimationCurve so the problem can be in MRTK
    Thanks