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IL2CPP crashes at GarbageCollectSharedAssets and LoadLevel

Discussion in 'iOS and tvOS' started by C0MPLETE, Apr 6, 2015.

  1. xclouder

    xclouder

    Joined:
    Jun 2, 2014
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    I got a similar crash.
    Unity5.6.5p4,il2cpp backend, my game run on both android and ios, but only crash on android devices.
    backtrace:
    Code (CSharp):
    1.  #00 pc 04b2aa60 libil2cpp.so il2cpp::vm::LivenessState::AddProcessObject(Il2CppObject*, il2cpp::vm::LivenessState*) (/Applications/Unity/Unity.app/Contents/il2cpp/libil2cpp/vm/Liveness.cpp:334) [armeabi-v7a]
    2.  #01 pc 04b2a7b4 libil2cpp.so il2cpp::vm::LivenessState::TraverseGCDescriptor(Il2CppObject*, il2cpp::vm::LivenessState*) (/Applications/Unity/Unity.app/Contents/il2cpp/libil2cpp/vm/Liveness.cpp:209) [armeabi-v7a]
    3.  #02 pc 04b2a650 libil2cpp.so il2cpp::vm::LivenessState::TraverseObjects() (/Applications/Unity/Unity.app/Contents/il2cpp/libil2cpp/vm/Liveness.cpp:146) [armeabi-v7a]
    4.  #03 pc 04b2aed0 libil2cpp.so il2cpp::vm::Liveness::FromStatics(void*) (/Applications/Unity/Unity.app/Contents/il2cpp/libil2cpp/vm/Liveness.cpp:489) [armeabi-v7a]
    5.  #04 pc 0031737c libunity.so GarbageCollectSharedAssets(bool) [armeabi-v7a]
    6.  #05 pc 003665f4 libunity.so UnloadUnusedAssetsOperation::IntegrateMainThread() [armeabi-v7a]
    7.  #06 pc 00365be8 libunity.so PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int) [armeabi-v7a]
    8.  #07 pc 003661f8 libunity.so PreloadManager::UpdatePreloading() [armeabi-v7a]
    9.  #08 pc 0031c9e4 libunity.so PlayerLoop() [armeabi-v7a]
    10.  #09 pc 005f4ef4 libunity.so UnityPlayerLoop() [armeabi-v7a]
    11.  #10 pc 005f7d08 libunity.so nativeRender(_JNIEnv*, _jobject*) [armeabi-v7a]
    12.  
    It occurs when load new level with SceneManager.LoadSceneAsync, random occurrence。
    Sorry my project is too heavy to upload, any idea for this crash? @JoshPeterson
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

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    I'd recommend trying a newer version of Unity, if that is possible. There have been a number of fixes in code around this since version 5.6.5p4.
     
  3. SDmitry

    SDmitry

    Joined:
    Sep 20, 2017
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    I got the same crash in Unity 2019.1.9. Unfotunatelly I don't know how to reproduce it, I saw it only in UnityAnalytics crash reports. Crashes appeared after I moved from Mono to IL2CPP backend and as I noticed from the complaints of users, the application crashes mostly when switching between scenes.

    Code (CSharp):
    1. Native StackTrace:
    2.  
    3. Thread 0 (crashed)
    4. 0   libunity.so 0x0000000090d7e478 CrashReporting::Android::SignalHandler(int, siginfo*, void*)
    5. 1   libunity.so 0x00000000907d6e54 NativeRuntimeException::signal_handler(int, siginfo*, void*)
    6. 2   app_process32 0x0000000084a88242 <system symbols missing>
    7. 3   libc.so 0x00000000ad22a9a8 <system symbols missing>
    8. 4   libil2cpp.so 0x000000008c2c3064 il2cpp::vm::LivenessState::AddProcessObject(Il2CppObject*, il2cpp::vm::LivenessState*)
    9. 5   libil2cpp.so 0x000000008c2c2e90 il2cpp::vm::LivenessState::TraverseArray(Il2CppArray*, il2cpp::vm::LivenessState*)
    10. 6   libil2cpp.so 0x000000008c2c2c88 il2cpp::vm::LivenessState::TraverseObjects()
    11. 7   libil2cpp.so 0x000000008c2c3474 il2cpp::vm::Liveness::FromRoot(Il2CppObject*, void*)
    12. 8   libunity.so 0x00000000908d7bf8 MarkDependencies(GarbageCollectorThreadState&, unsigned int)
    13. 9   libunity.so 0x00000000908d7258 GarbageCollectSharedAssets(bool, bool)
    14. 10  libunity.so 0x00000000908c9690 UnloadUnusedAssetsOperation::IntegrateMainThread()
    15. 11  libunity.so 0x00000000908c8c4c PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
    16. 12  libunity.so 0x00000000908c9278 PreloadManager::UpdatePreloading()
    17. 13  libunity.so 0x00000000908d8250 ExecutePlayerLoop(NativePlayerLoopSystem*)
    18. 14  libunity.so 0x00000000908d8288 ExecutePlayerLoop(NativePlayerLoopSystem*)
    19. 15  libunity.so 0x00000000908d846c PlayerLoop()
    20. 16  libunity.so 0x00000000907d4e84 UnityPlayerLoop()
    21. 17  libunity.so 0x00000000907ce60c nativeRender(_JNIEnv*, _jobject*)
     
    Last edited: Aug 7, 2019
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Thanks for the details. If this is something that you can reproduce, please submit a bug report.
     
  5. solid_se

    solid_se

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    Sep 5, 2017
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    We're having a similar issue. After switching from Mono to IL2CPP Backend (on Unity2019.2.6f1) the App crashes repeatedly on scene change (on android and iOS).

    On android I see the folowing crash report. (Android 8.1.0, Pixel C)
    Code (CSharp):
    1.  
    2. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: FATAL EXCEPTION: UnityMain
    3. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: Process: de.solidwhite.wmf, PID: 17809
    4. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 000000ba
    5. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: Build fingerprint: 'google/ryu/dragon:8.1.0/OPM8.190605.005/5749003:user/release-keys'
    6. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: Revision: '0'
    7. 09-24 10:08:07.531 17809 17834 E AndroidRuntime: pid: 17809, tid: 17834, name: UnityMain  >>> de.solidwhite.wmf <<<
    8. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     r0 00000000  r1 00150000  r2 b9ad0090  r3 00000001
    9. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     r4 cd1577a8  r5 00000001  r6 b9ad0108  r7 c34e14c0
    10. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     r8 cd390468  r9 b9c7d150  sl 01f7d780  fp cf67e4d8
    11. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     ip 00150016  sp cf67e4d0  lr cb412858  pc cb412858  cpsr eb0f0d10
    12. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:
    13. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libil2cpp.00549858(Native Method)
    14. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libil2cpp.005497ac(Native Method)
    15. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libil2cpp.00549b8c(Native Method)
    16. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.GarbageCollectSharedAssets(bool, bool)(GarbageCollectSharedAssets:792)
    17. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.UnloadUnusedAssetsOperation::IntegrateMainThread()(IntegrateMainThread:16)
    18. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)(UpdatePreloadingSingleStep:348)
    19. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.PreloadManager::UpdatePreloading()(UpdatePreloading:268)
    20. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingRegistrator::Forward()(InitPlayerLoopCallbacks:60)
    21. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.ExecutePlayerLoop(NativePlayerLoopSystem*)(ExecutePlayerLoop:96)
    22. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.ExecutePlayerLoop(NativePlayerLoopSystem*)(ExecutePlayerLoop:184)
    23. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.PlayerLoop()(PlayerLoop:284)
    24. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.UnityPlayerLoop()(UnityPlayerLoop:556)
    25. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at libunity.nativeRender(_JNIEnv*, _jobject*)(nativeRender:52)
    26. 09-24 10:08:07.531 17809 17834 E AndroidRuntime:     at base.oatexec(oatexec)
    27.  
    Disabling the garbage collector didn't resolve the issue. Seems to be tied to the unloading of a scene. I'll try to isolate the scene loading logic from the rest of the app. Hopefully i can narrow down the possible causes.

    The app runs flawless on windows and on android with Mono backend ...
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Please drop us a bug report if you have a reproducible test case for this issue. Thanks!
     
  7. paulcodemonkey

    paulcodemonkey

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    @JoshPeterson sorry to re-open this wound but I am experiencing this crash with 2019.4.5 and 2019.4.6.

    iOS / IL2CPP / happens on scene change

    I can't upload my project but hoping this is a simple regression to be fixed.

    I've been having trouble with iOS crashing for *all* 2019 LTS builds so far.
    2019.4.0 to 2019.4.4 suffered from crash on exit (2020.2.0a17 bug fix 1252463 back-ported to 2019.4.5)... and now this

    crash.png
     
  8. paulcodemonkey

    paulcodemonkey

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    (managed stripping level = low)
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

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    No problem, were you able to submit a bug report? If so, please let me know the bug number. Thanks!
     
  10. j1mmie

    j1mmie

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    Oct 31, 2013
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    Running into this suddenly in Unity 2019.4.2f1

    iOS, IL2CPP, Stripping level: Low, happens on SceneManager.LoadScene

    I've created a dummy scene that I'm switching to, and that now causes the crash.

    Any update on a fix or workaround? I will submit a bug report if I can later
     
  11. JoshPeterson

    JoshPeterson

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    Unfortunately, this is a general symptom of memory corruption somewhere in Unity, so I can't say if there has been a fix for this specific issue. If you can submit a bug report, that would be very helpful.
     
  12. j1mmie

    j1mmie

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    Submitted a bug report and example project. To anyone else who might google and find this page:

    I was able to isolate very specific behavior that causes this crash. For me it's specifically when using Social.LoadUsers on iOS, then SceneManager.LoadScene at some point later. Sometimes it takes 2-3 cycles of this before it crashes.

    I've tried lots of variations of my code, hoping that one of them would be the answer, to no avail. LoadSceneAsync behaves the same. Loading additively works - until I have to unload the original scene. Tons of other things. Hoping the folks at Unity can whip up a miracle because I have a game to launch!
     
    SepraB and unity_BUIockkbCwDQ9w like this.
  13. j1mmie

    j1mmie

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    One more update - I have swapped out the native Social API for Prime 31's GameCenterBinding plugin and the crash appears to be gone. Only cost me $64 bucks :\
     
  14. j1mmie

    j1mmie

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    Any update on this? Took me 2 days to isolate the issue and create a sample project. Would love to know if it helped track down the underlying memory issues. My ticket number is 1270230
     
  15. XavierLeo_xindong

    XavierLeo_xindong

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    We ran into this issue recently.Wasted several days without luck.
    It only shows up on OSX/iOS + IL2CPP.
    When should it be fixed?
     
  16. j1mmie

    j1mmie

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    @XavierLeo_xindong

    Were you able to find a repro case for your crash? For example, does it occur if your code calls Social.LoadUsers. I’m curious if it’s a specific memory bug in Social, or a much larger memory management issue and Social.LoadUsers is just one way to aggravate it.
     
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  17. XavierLeo_xindong

    XavierLeo_xindong

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    Our problem is much more severe.Unity IL2CPP crash on iOS RANDOMLY, most of the time the crashes are EXC_BAD_ACCESS, it can appear in any system, especially when doing memory allocation.
    We don't write any unsafe code, neither use any native library.
    I tried to disable gc, replace gc_malloc family with malloc/free, modified Unity's IL2CPP MemoryPool to use malloc/free directly, but the crash stack shows that in some cases the pointer is invalid even just allocated from malloc.
     

    Attached Files:

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  18. XavierLeo_xindong

    XavierLeo_xindong

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    Attached Files:

  19. j1mmie

    j1mmie

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    @JoshPeterson any update on the crash in `AddProcessObject` after `SceneManager.LoadScene` is called? I submitted a bug report with a repro case over a month ago, but haven't had any follow up. Would be happy to provide more context, or another scene, whatever's necessary to help get this resolved

    My case number is 1270230. Thanks
     
  20. unity_BUIockkbCwDQ9w

    unity_BUIockkbCwDQ9w

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    We are experiencing the same crash with Social.LoadUsers (now affectionately referred to as LoadLosers internally). Crash happens upon scene change. You can run Social.LoadUsers at any time and game will crash upon scene change.
     
    j1mmie likes this.
  21. unity_BUIockkbCwDQ9w

    unity_BUIockkbCwDQ9w

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    Our stack trace.
     

    Attached Files:

  22. JasonSpine

    JasonSpine

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  23. TeorikDeli

    TeorikDeli

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    Yeah, same problem for us too. Using SceneManager.LoadScene/Async after using Social.LoadUsers causing the crash. But sometimes (2 out of 20+ crashes) crash happens when calling the Social.LoadUsers.

    Unity 2020.1.6f1, iOS 14.0.1 (iPhone 8), Xcode 12.0.1

    * By the way; disabling stripping in Unity or setting optimization level to None in Xcode does not change anything.
     
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  24. MatLoz

    MatLoz

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    I'm having this crash too, a scene load after a LoadUser crash.
    Here are the version I tested:

    2020.1.9: crash
    2019.4.12: crash
    2019.4.6: crash
    2019.4.3: crash
    2019.4.2: crash
    2019.4.1: works!
    2019.4.0: works!
    2019.3.15: works!

    Could it be related to 2019.4.2's following change: "iOS: fix for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1176134)" ?
     
    Last edited: Oct 17, 2020
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  25. j1mmie

    j1mmie

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    I have an open thread on Unity's FogBugz and have referred them to this thread. They're having trouble repro'ing the issue, but I think with this information (especially from @MatLoz) they should be closer to narrowing it down
     
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  26. j1mmie

    j1mmie

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    JasonSpine, TeorikDeli and MatLoz like this.
  27. j1mmie

    j1mmie

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  28. HypemastersMandrugin

    HypemastersMandrugin

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    I do not use social, but have the same bug while switching scenes, it disapears if turn off code stripping. Also I don't use asset bundles.
     
  29. asbogomolets

    asbogomolets

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    Hey guys!

    Also got similar problem with 2019.4.16f1 on iOS.
    Here is crash stack we get:

    Crashed: com.apple.main-thread
    EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000000000000001


    0 UnityFramework 0x10462bad8 il2cpp::vm::LivenessState::AddProcessObject(Il2CppObject*, il2cpp::vm::LivenessState*) + 335 (Liveness.cpp:335)
    1 UnityFramework 0x10462b814 il2cpp::vm::LivenessState::TraverseGCDescriptor(Il2CppObject*, il2cpp::vm::LivenessState*) + 204 (Liveness.cpp:204)
    2 UnityFramework 0x10462b674 il2cpp::vm::LivenessState::TraverseObjects() + 143 (Liveness.cpp:143)
    3 UnityFramework 0x10462bf4c il2cpp::vm::Liveness::FromStatics(void*) + 492 (Liveness.cpp:492)
    4 UnityFramework 0x103d3ae8c GarbageCollectSharedAssets(bool, bool) + 30 (Time.h:30)
    5 UnityFramework 0x103d4a22c UnloadUnusedAssetsOperation::IntegrateMainThread() + 49 (UnloadUnusedAssetsOperation.cpp:49)
    6 UnityFramework 0x103d49614 PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int) + 393 (PreloadManager.cpp:393)
    7 UnityFramework 0x103d49da0 PreloadManager::UpdatePreloading() + 525 (PreloadManager.cpp:525)
    8 UnityFramework 0x103d3bcfc ExecutePlayerLoop(NativePlayerLoopSystem*) + 350 (PlayerLoop.cpp:350)
    9 UnityFramework 0x103d3bd30 ExecutePlayerLoop(NativePlayerLoopSystem*) + 368 (PlayerLoop.cpp:368)
    10 UnityFramework 0x103d3bf98 PlayerLoop() + 441 (PlayerLoop.cpp:441)
    11 UnityFramework 0x104152ee0 UnityPlayerLoopImpl(bool) + 313 (LibEntryPoint.mm:313)
    12 UnityFramework 0x102c97b14 UnityRepaint + 285 (UnityAppController+Rendering.mm:285)
    13 UnityFramework 0x102c979f0 -[UnityAppController(Rendering) repaintDisplayLink] + 72 (UnityAppController+Rendering.mm:72)
    14 QuartzCore 0x1883516a4 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 664
    15 QuartzCore 0x1884281a0 display_timer_callback(__CFMachPort*, void*, long, void*) + 280
    16 CoreFoundation 0x1850a0ce4 __CFMachPortPerform + 176
    17 CoreFoundation 0x1850c5098 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 60
    18 CoreFoundation 0x1850c4440 __CFRunLoopDoSource1 + 596
    19 CoreFoundation 0x1850be320 __CFRunLoopRun + 2360
    20 CoreFoundation 0x1850bd4bc CFRunLoopRunSpecific + 600
    21 GraphicsServices 0x19bb42820 GSEventRunModal + 164
    22 UIKitCore 0x187a61734 -[UIApplication _run] + 1072
    23 UIKitCore 0x187a66e10 UIApplicationMain + 168
    24 UnityFramework 0x102c964b0 -[UnityFramework runUIApplicationMainWithArgc:argv:] + 96 (main.mm:96)
    25 wr-pbt 0x1028efe00 main + 28 (main.mm:28)
    26 libdyld.dylib 0x184d84e60 start + 4
     
  30. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Can you submit a bug report that includes this project? Often this error is a result of a random memory corruption that is usually pretty specific to the given project.

    You can find details about how to submit a bug report here: https://unity3d.com/unity/qa/bug-reporting
     
  31. paulcodemonkey

    paulcodemonkey

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    Oh my!
    18 LTS versions later... iOS no longer crashes for me. Unity 2019.4.19 is usable. Thank you.
     
  32. tkg_szaluga

    tkg_szaluga

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    Sep 7, 2018
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    Hi @JoshPeterson,

    I am seeing the same crash (I think) in Unity 2020.2.2f1, on Windows.
    Please let me know if I can provide more details to aid in debugging this.

    EDIT: I managed to reproduce it in an (almost) empty project, attached here.

    Thanks,
    Sylwester

    > [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::AddProcessObject(Il2CppObject * object, il2cpp::vm::LivenessState *) Line 336 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGCDescriptor(Il2CppObject * object, il2cpp::vm::LivenessState * state) Line 211 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 183 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 307 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::LivenessState::TraverseArray(Il2CppArray * array, il2cpp::vm::LivenessState * state) Line 321 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseGenericObject(Il2CppObject *) Line 187 C++
    [Inline Frame] GameAssembly.dll!il2cpp::vm::LivenessState::TraverseObjects() Line 148 C++
    GameAssembly.dll!il2cpp::vm::Liveness::FromStatics(void * state) Line 491 C++
    UnityPlayer.dll!GarbageCollectSharedAssets(bool,bool) Unknown
    UnityPlayer.dll!UnloadUnusedAssetsOperation::IntegrateMainThread(void) Unknown
    UnityPlayer.dll!PreloadManager::UpdatePreloadingSingleStep(enum PreloadManager::UpdatePreloadingFlags,int) Unknown
    UnityPlayer.dll!PreloadManager::UpdatePreloading(void) Unknown
    UnityPlayer.dll!`InitPlayerLoopCallbacks'::`2'::EarlyUpdateUpdatePreloadingRegistrator::Forward() Unknown
    UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *) Unknown
    UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *) Unknown
    UnityPlayer.dll!PlayerLoop(void) Unknown
    UnityPlayer.dll!PerformMainLoop() Unknown
    UnityPlayer.dll!MainMessageLoop() Unknown
    UnityPlayer.dll!UnityMainImpl(struct HINSTANCE__ *,struct HINSTANCE__ *,wchar_t *,int) Unknown
    UnityPlayer.dll!UnityMain() Unknown
    Game.exe!__scrt_common_main_seh() Unknown
    kernel32.dll!00007fff41187034() Unknown
    ntdll.dll!00007fff4173d241() Unknown
     
    Last edited: Feb 15, 2021