Search Unity

iOS: Crashed: BackgroundWorker > DownloadHandlerAssetBundle::Prepare()

Discussion in 'iOS and tvOS' started by WolveX, Dec 18, 2017.

  1. WolveX

    WolveX

    Joined:
    May 31, 2016
    Posts:
    49
    We're getting this crash report on many devices mostly iPhone
    Crashed: BackgroundWorker
    DownloadHandlerAssetBundle.Prepare() (DownloadHandlerAssetBundle.cpp:197)
    UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Prepare() (WebRequestProto.h:387)

    0x10191dcc8 DownloadHandlerAssetBundle.Prepare() (DownloadHandlerAssetBundle.cpp:197)

    0x101920d1c UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Prepare() (WebRequestProto.h:387)

    0x101920204 UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Task_PrepareRequest(void*) (WebRequestProto.h:115)

    0x101920254 UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>.Job_ExecuteUnityWebRequest(UnityWebRequestProto<TransportiPhone, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, HeaderHelper, AsyncOperation>*) (dynamic_array.h:381)

    0x101708b4c JobQueue.Exec(JobInfo*, long long, int) (JobQueue.cpp:353)

    0x101708ab8 JobQueue.Steal(JobGroup*, JobInfo*, long long, int, bool) (JobQueue.cpp:559)

    0x101708e90 JobQueue.ExecuteJobFromQueue() (JobQueue.cpp:716)

    0x101708f38 JobQueue.ProcessJobs(void*) (JobQueue.cpp:765)

    0x1017085c0 JobQueue.WorkLoop(void*) (JobQueue.cpp:852)

    0x1018c5160 Thread.RunThreadWrapper(void*) (Thread.cpp:35)

    0x184d5c2b4 _pthread_body + 308

    0x184d5c180 _pthread_body + 310

    0x184d5ab74 thread_start + 4

    We are using Unity 2017.1.2p4 and Xcode 9.1
     
  2. karam89

    karam89

    Joined:
    Aug 23, 2015
    Posts:
    10
    It happened with me using Unity 2017.1.2p4,
    any updates?
     
  3. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    We are looking into this issue. Currently it looks to be an issue with aborting a download.
     
  4. WolveX

    WolveX

    Joined:
    May 31, 2016
    Posts:
    49
    Please let me know if you need more details about the issue
     
  5. Crashthatch

    Crashthatch

    Joined:
    Sep 25, 2017
    Posts:
    8
    I'm also seeing issues on iOS with BackgroundWorker > UnityWebRequestProto.h:207

    It's not exactly the same stack, but may be related since it seems to have started happening recently?

    Unity 2017.3.0f2, running on iPhone 6S, ios version 11.2.1

    The first time my app runs (after uninstall) it seems fine, on subsequent runs it often freezes while doing some HTTPS requests (among other things). Maybe points to a problem with the cache?

    * thread #21, name = 'BackgroundWorker', stop reason = EXC_BAD_ACCESS (code=257, address=0x41) frame #0: 0x0000000000000041 * frame #1: 0x000000010561f718 horizonexplorer`::Job_ExecuteUnityWebRequest() at UnityWebRequestProto.h:207 [opt] frame #2: 0x000000010533fb08 horizonexplorer`::Exec() [inlined] ExecuteJobFunc at JobQueue.cpp:386 [opt] frame #3: 0x000000010533faf4 horizonexplorer`::Exec() at JobQueue.cpp:440 [opt] frame #4: 0x000000010533fa74 horizonexplorer`::Steal() at JobQueue.cpp:573 [opt] frame #5: 0x000000010533fe4c horizonexplorer`::ExecuteJobFromQueue() at JobQueue.cpp:770 [opt] frame #6: 0x000000010533fef8 horizonexplorer`::processJobs() at JobQueue.cpp:823 [opt] frame #7: 0x000000010533f57c horizonexplorer`::WorkLoop() at JobQueue.cpp:893 [opt] frame #8: 0x00000001053aef1c horizonexplorer`::RunThreadWrapper() at Thread.cpp:36 [opt] frame #9: 0x0000000180ea02b4 libsystem_pthread.dylib`_pthread_body + 308 frame #10: 0x0000000180ea0180 libsystem_pthread.dylib`_pthread_start + 312 frame #11: 0x0000000180e9eb74 libsystem_pthread.dylib`thread_start + 4
     
  6. HaimBendanan

    HaimBendanan

    Joined:
    May 10, 2016
    Posts:
    28
    i am having similar issues with unity 2017.3.0f3
    happens when sending logs with unitywebrequests
     
  7. HaimBendanan

    HaimBendanan

    Joined:
    May 10, 2016
    Posts:
    28
    Here are some logs of my crash, running 2017.3.0f3 on an iOS device (ipad)

    assembly:
    0x105476e18 <+60>: blr x8
    -> 0x105476e1c <+64>: ldr x8, [x19, #0xe0] . BackgroundWorker (32): EXC_BAD_ACCESS (code=257, address=0x41)
    0x105476e20 <+68>: cbnz x8, 0x105476e00 ; <+36> [inlined] back + 4 at UnityWebRequestProto.h:204
    0x105476e24 <+72>: add x0, sp, #0x8 ; =0x8
    0x105476e28 <+76>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30
    0x105476e2c <+80>: mov x0, x19
    0x105476e30 <+84>: bl 0x1054776d0 ; ::Release() at UnityWebRequestProto.h:353
    0x105476e34 <+88>: b 0x105476e40 ; <+100> at UnityWebRequestProto.h:219
    0x105476e38 <+92>: add x0, sp, #0x8 ; =0x8
    0x105476e3c <+96>: bl 0x104eca988 ; ::~AutoLock() at Mutex.h:30

    output window:
    2017-12-31 23:31:24.970507+0200 vixeo[5668:3311942] TIC TCP Conn Failed [34:0x1c4574340]: 1:50 Err(50)


    2017-12-31 23:31:24.971885+0200 vixeo[5668:3311942] Task <5731C406-9933-417A-B2CA-B2F8940CDCE0>.<0> HTTP load failed (error code: -1009 [1:50])

    2017-12-31 23:31:24.972079+0200 vixeo[5668:3312120] NSURLConnection finished with error - code -1009



     
  8. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    Try debugging WWWConnection.mm in XCode. Or make a repro project for this and report a bug.
     
  9. MattCS

    MattCS

    Joined:
    Sep 1, 2013
    Posts:
    1
    I am having the same problem on the same device and OS version, is there an eta for a fix?
     
  10. nhnpa-kichangkim

    nhnpa-kichangkim

    Joined:
    May 23, 2016
    Posts:
    9
    With 2017.1.2p4, All of Editor, Android and iOS crash when calling UnityWebRequest.Abort() or UnityWebRequest.Dispose() while downloading data.
     
  11. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    According my knowledge that should only be the case for AssetBundle donwloads using DownloadHandlerAssetBundle. Other cases should handle Abort() correctly.
     
  12. nhnpa-kichangkim

    nhnpa-kichangkim

    Joined:
    May 23, 2016
    Posts:
    9
    You're right. Only assetbundles. Do you know when this issue will be resolved?
     
  13. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    I'm affraid it's still being worked on.
     
  14. nhnpa-kichangkim

    nhnpa-kichangkim

    Joined:
    May 23, 2016
    Posts:
    9
    Still crashed on 2017.1.3p1 (Android):

    Is there issue ticket for tracking this issue?
     
  15. robertocasanovicolto

    robertocasanovicolto

    Joined:
    Jun 23, 2017
    Posts:
    19
    I have a similar issue. After i updated to 2017.3.0p4, my app started crashing every time i try to download an assetbundle without internet connection. Works fine in 2017.2
     
    Last edited: Feb 8, 2018
  16. BinexSolutions

    BinexSolutions

    Joined:
    Nov 29, 2016
    Posts:
    2
    I am facing same problem with web request in version 2017.3.1f. Is there any way to resolve this issue?
     
  17. nhnpa-kichangkim

    nhnpa-kichangkim

    Joined:
    May 23, 2016
    Posts:
    9
    @
    Any updates?
     
  18. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
  19. Adam-VisualVocal

    Adam-VisualVocal

    Joined:
    Sep 22, 2016
    Posts:
    10
    We are suffering from this as well. In our case it's when using the Amazon SDK for Unity to download files from S3 on iPhone. We are using Unity 2017.3.1p3.

    EXC_BAD_ACCESS (code=1, address=0xffffffff00000000)

    Code (asm):
    1. 0x00000001025413b4 in ::Job_ExecuteUnityWebRequest() at /Users/builduser/buildslave/unity/build/Modules/UnityWebRequest/Public/Prototypes/UnityWebRequestProto.h:207
    2. 0x000000010207c854 in ExecuteJobFunc [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:386
    3. 0x000000010207c840 in ::Exec() at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:440
    4. 0x000000010207c7c0 in ::Steal() at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:573
    5. 0x000000010207cb98 in ::ExecuteJobFromQueue() at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:770
    6. 0x000000010207cc78 in ::ProcessJobs() at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:823
    7. 0x000000010207c298 in ::WorkLoop() at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Internal/JobQueue.cpp:893
    8. 0x0000000102152d50 in ::RunThreadWrapper() at /Users/builduser/buildslave/unity/build/Runtime/Threads/Thread.cpp:36
    9. 0x000000019028575c in _pthread_body ()
    10. 0x000000019028566c in _pthread_start ()
    11. 0x0000000190282d84 in thread_start ()
     
    Last edited: Mar 6, 2018
  20. MechEthan

    MechEthan

    Joined:
    Mar 23, 2016
    Posts:
    166
    We have this same crash, as Adam posted above. Are you using the AWS SDK? (I'm hoping not, would be nice to narrow it down...)

    Repro'd on:
    2017.3.0f3, 2017.3.1f1, 2017.3.1p3
    2018.1.0b9

    NO repro on:
    2017.2.1p4, 2017.2.2f1

    We're going to try and ship with 2017.2.2f1... fingers crossed.
     
    Last edited: Mar 7, 2018
  21. diegum

    diegum

    Joined:
    Mar 15, 2017
    Posts:
    3
    I tried to vote but ain't letting me do it: "Voting disabled for resolved issues (Fixed)"

    At the top of the page there's a banner that reads "Fixed in future release"

    What's the status of this after all? If fixed in a future release, which release is that one? Any workaround in the meantime?
     
  22. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    The fix will be in 2017.1 and later. We haven't shipped a Unity release that has it yes, but in upcoming weeks we will, just check the release notes when new patch releases are out.
     
  23. Adam-VisualVocal

    Adam-VisualVocal

    Joined:
    Sep 22, 2016
    Posts:
    10
    @Aurimas-Cernius, does the fix you mention apply to all of the
    UnityWebRequestProto
    -related call stacks reported in this thread or just some of them? (And I realize the fix hasn't been released yet.)

    For what it's worth, I just reproduced my crash in Unity 2018.1.0b12 and I have a slightly more verbose call stack than my earlier report. Again, this is on iPhone with IL2CPP.

    Crashed: BackgroundWorker
    EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000000000000000

    Code (asm):
    1. 0x1027345f4 UnityWebRequestProto<UnityWebRequestTransport, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, CertificateHandler, HeaderHelper, AsyncOperation>::Job_ExecuteUnityWebRequest(UnityWebRequestProto<UnityWebRequestTransport, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, CertificateHandler, HeaderHelper, AsyncOperation>*) (dynamic_array.h:471)
    2. 0x1021bc560 JobQueue::Exec(JobInfo*, long long, int) (JobQueue.cpp:413)
    3. 0x1021bc4a4 JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) (JobQueue.cpp:657)
    4. 0x1021bc8dc JobQueue::ExecuteJobFromQueue() (JobQueue.cpp:814)
    5. 0x1021bc9a8 JobQueue::ProcessJobs(void*) (JobQueue.cpp:867)
    6. 0x1021bbf7c JobQueue::WorkLoop(void*) (JobQueue.cpp:953)
    7. 0x1022c71a8 Thread::RunThreadWrapper(void*) (Thread.cpp:36)
    8. 0x18b48175c _pthread_body + 240
    9. 0x18b48166c _pthread_body + 282
    10. 0x18b47ed84 thread_start + 4
     
  24. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    No and that callstack looks like a different bug. I have a fix in the works which should solve something like that, but it probably won't hurt if you reported it.
    Thanks.
     
    MechEthan likes this.
  25. Averge

    Averge

    Joined:
    Aug 1, 2017
    Posts:
    4
    Hello. I have the same issue on iOS, but it doesn't refer to AssetBundles.
    Here is my code:
    Code (CSharp):
    1.  
    2. public UnityWebRequest Load(string uri, Dictionary<string, string> headers, System.Action<DownloadHandler> onSuccessAction, System.Action<string> onFailAction) {
    3.     UnityWebRequest unityWebRequest = UnityWebRequest.Get(uri);
    4.     StartCoroutine(LoadCoroutine(unityWebRequest, onSuccessAction, onFailAction));
    5.     return unityWebRequest;
    6.   }
    7.  
    8.   private IEnumerator LoadCoroutine(UnityWebRequest unityWebRequest, System.Action<DownloadHandler> onSuccessAction, System.Action<string> onFailAction) {
    9.  
    10.     yield return unityWebRequest.SendWebRequest();
    11.  
    12.     if (unityWebRequest.isNetworkError) {
    13.       onFailAction(unityWebRequest.error);
    14.       yield break;
    15.     }
    16.     onSuccessAction(unityWebRequest.downloadHandler);
    17.     unityWebRequest.downloadHandler.Dispose();
    18.   }
    And when I send a request it returns UnknownError in unityWebRequest.error for the first time and my application crashes when I try to send it again. Here is an XCode log with error BackgroundWorker (24): EXC_BAD_ACCESS (code=257, address=0x41):

    Code (asm):
    1. 0x1039ce588 <+52>:  cbz    x8, 0x1039ce5b0           ; <+92> [inlined] ~AutoLock at UnityWebRequestProto.h:216
    2.     0x1039ce58c <+56>:  mov    x0, x19
    3.     0x1039ce590 <+60>:  blr    x8
    4. ->  0x1039ce594 <+64>:  ldr    x8, [x19, #0xe0]
    5.     0x1039ce598 <+68>:  cbnz   x8, 0x1039ce578           ; <+36> [inlined] back + 4 at UnityWebRequestProto.h:204
    6.     0x1039ce59c <+72>:  add    x0, sp, #0x8              ; =0x8
    7.     0x1039ce5a0 <+76>:  bl     0x10363c1e4               ; ::~AutoLock() at Mutex.h:30
    8.     0x1039ce5a4 <+80>:  mov    x0, x19
    9.     0x1039ce5a8 <+84>:  bl     0x1039cee48               ; ::Release() at UnityWebRequestProto.h:353
    10.     0x1039ce5ac <+88>:  b      0x1039ce5b8               ; <+100> at UnityWebRequestProto.h:219
    So, how can I fix it right now? I can't wait an update and my app uses Vuforia 7 functionality, that allowed only for 2017.3 and later versions. Furthermore, downgrading to 2017.2.2f1 crashes all asset references in my scene.
     
  26. Adam-VisualVocal

    Adam-VisualVocal

    Joined:
    Sep 22, 2016
    Posts:
    10
    @Averge, are you able to distill your crash down to a minimal repro case that you can submit to Unity? Your crash looks identical to mine. I've been trying to create a minimal repro case but I haven't been successful yet. I'm still trying though.
     
  27. diegum

    diegum

    Joined:
    Mar 15, 2017
    Posts:
    3
    @Averge , the way we successfully worked around this issue was to check for the responseCode right after calling SendWebRequest(). If 0, we assume the network is inaccessible and we set a time threshold (we set it in 1 second). Thus, next time we are to call SendWebRequest() we first check whether we still are within the time threshold, in which case we skip the call. Must say that our app is offline-capable so skipping a web request ain't critical for the app to run. This may not be everyone's case. In our scenario, we stopped getting crashes this way. In summary:

    Code (CSharp):
    1. void MyFunctionThatIssuesAWebRequest()
    2. {
    3.    var myRequest = new UnityWebRequest(...);
    4.    // request setup follows
    5.    ...
    6.  
    7.    if (CrashPreventionThresholdIsOpen()) {
    8.       yield break; // skip request or face the risk of a crash
    9.    } else {
    10.       yield return myRequest.SendWebRequest();
    11.    }
    12.  
    13.    if (myRequest.responseCode == 0) {
    14.       // set a crash prevention time threshold for upcoming requests
    15.    }
    16.  
    17.    // Rest of response analysis follows
    18.    ...
    19. }
    This is a rough approximation to the idea of our workaround. It's a bit more elaborated than this but would be hard to extract the essential of the approach if fully pasted.
     
  28. diegum

    diegum

    Joined:
    Mar 15, 2017
    Posts:
    3
    Thanks for the reply. Just want to confirm that you meant the upcoming 2018.1 instead of last-year-released 2017.1, right?
     
  29. Adam-VisualVocal

    Adam-VisualVocal

    Joined:
    Sep 22, 2016
    Posts:
    10
    Last edited: Mar 31, 2018
  30. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    The AssetBundle releated crash is getting fixed in 2017.1 and later, upcoming 2018.1 of course will have the fix too. The issue was significant enough to backport the fix all the way back to 2017.1
     
  31. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
  32. LindsayParmenter

    LindsayParmenter

    Joined:
    Sep 10, 2014
    Posts:
    21
    Do we have an ETA on when a patch build for 2017.3 (and .2 and .1) will be available with the asset bundle fix (https://issuetracker.unity3d.com/is...ing-to-stop-downloads-and-begin-new-via-www)? We have a fast approaching deadline for a customer and we <think> it is that issue which is causing our problems - but given there's at least one other web request problem; having a patch build with the asset bundle variant fixed sooner rather than later would be good.

    It's been a few weeks since 2017.3.1p4, so hopefully there's something in the pipe very soon.
     
  33. nhnpa-kichangkim

    nhnpa-kichangkim

    Joined:
    May 23, 2016
    Posts:
    9
    @Aurimas-Cernius
    Will be backported this issue to 2017.4.x? I found that 2017.4.1f1 still has this issue.
     
  34. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    Yes, it will be backported all the way to 2017.1.
     
  35. LindsayParmenter

    LindsayParmenter

    Joined:
    Sep 10, 2014
    Posts:
    21
    FYI, we installed a copy of the 2018.2.0a7 build (linked in the discussion here https://fogbugz.unity3d.com/default.asp?1020451_tjom5fclu25evsg2) as that is the version that the Asset Bundle bug is reported to be fixed in, so that we could test whether that fix sorted <our> problem - and are happy to report that our issue is resolved.
    So now we're just waiting on the patch build of 2017.3.1 to have the fix! :)
     
  36. LindsayParmenter

    LindsayParmenter

    Joined:
    Sep 10, 2014
    Posts:
    21
    Any update on when there's going to be a new patch build for 2017.3.1? We rather desperately need our iOS only game to be able to work on... iOS
     
  37. LindsayParmenter

    LindsayParmenter

    Joined:
    Sep 10, 2014
    Posts:
    21
    I'd take a pre-release version of 2017.3.1 that has the fix in it at the moment, so I could at least give our client a build that works for longer than 1 boot per install!
     
  38. Jonathan-FourFats

    Jonathan-FourFats

    Joined:
    Apr 21, 2016
    Posts:
    22
    same bug here Unity 2017.3.1p4
     
  39. Archer_Peng

    Archer_Peng

    Joined:
    Oct 9, 2018
    Posts:
    7

    + 0
    JobQueue::Exec(JobInfo*, long long, int) + 120
    JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) + 272
    JobQueue::ExecuteJobFromQueue() + 100
    JobQueue::ProcessJobs(void*) + 76
    JobQueue::WorkLoop(void*) + 12
    Thread::RunThreadWrapper(void*) + 64
    _pthread_body + 124
    _pthread_start + 44
    thread_start + 0


    same problem here at Unity 2017 3.1p4.
     
  40. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    2017.4 is the continuation of 2017.3 (same major release), since the fix was done when 2017.4 already existed, it is expected that all 2017.3 don't have a fix. You need to update to latest 2017.4.
     
  41. MechEthan

    MechEthan

    Joined:
    Mar 23, 2016
    Posts:
    166
  42. Archer_Peng

    Archer_Peng

    Joined:
    Oct 9, 2018
    Posts:
    7
    Thanks. Update works. It won't crash when I turn on Airplane Mode.

    But today another crash happend.


    0
    ???
    0x00000001a838bb70 + 0
    1
    UnityWebRequestProto<UnityWebRequestTransport, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, CertificateHandler, HeaderHelper, AsyncOperation>::Job_ExecuteUnityWebRequest(UnityWebRequestProto<UnityWebRequestTransport, AtomicRefCounter, RedirectHelper, ResponseHelper, DownloadHandler, UploadHandler, CertificateHandler, HeaderHelper, AsyncOperation>*) +64
    2
    JobQueue::Exec(JobInfo*, long long, int) + 144
    3
    JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) + 292
    4
    JobQueue::ExecuteJobFromQueue() + 100
    5
    JobQueue::ProcessJobs(void*) + 100
    6
    JobQueue::WorkLoop(void*) + 12
    7
    Thread::RunThreadWrapper(void*) + 64
    8
    libsystem_pthread.dylib
    __pthread_body + 128
    9
    libsystem_pthread.dylib
    _pthread_start + 48


    This just happend only one time when our QA team run the latest Unity version. It seems much more stable then 2017 3.1p4.
    So I'm wondering if this crash fixable? I can see Adam-VisualVocal post abt this but I don't see any solution. Any update?
     
  43. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    Can you make a simple project where this would run in a loop and confirm it's a reproducible crash? If yes, please report a bug.
     
  44. amcakebread

    amcakebread

    Joined:
    Nov 8, 2016
    Posts:
    28
    I am still getting this crash in 2019.3.0f6 - same problem for years now - iOS completely unusable because it loads lots of files and randomly crashes in one of these web requests at a different point even after loading the exact same files. Completely reproducible
     
  45. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    Please, submit a bug with repro project, if you can reproduce it reliably.
    Thanks.
     
  46. amcakebread

    amcakebread

    Joined:
    Nov 8, 2016
    Posts:
    28
    It is completely impractical for me to send you my project. This issue is a global file handling problem, after a while if you try to download enough files with any sort of UnityWebRequest.SendWebRequest() you get an EXC_BAD_ACCESS and the app crashes immediately (my project makes extensive use of asset bundles and other downloadable files mainly text). It is always on yield UnityWebRequest.SendWebRequest() after any UnityWebRequest is set up - asset bundles or basic files. I have spent the last two days trying to work round the problem including trying to roll back to an earlier version but I have not had any success. It definitely crashes randomly in the last two released version of unity

    same issue here: https://issuetracker.unity3d.com/is...local-file-with-file-slash-slash-slash-prefix
     
    Last edited: Feb 11, 2020
  47. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,736
    So, the issue is specific to loading a bunch of local files using file:// URI?