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"m_VB != NULL" crash when destroying a world space canvas

Discussion in 'UGUI & TextMesh Pro' started by BreadWeek, Oct 1, 2016.

  1. BreadWeek

    BreadWeek

    Joined:
    Aug 12, 2014
    Posts:
    45
    I recently updated to 5.4.1f1 and have been met with a rather debilitating bug. If a world space canvas is destroyed during play, the editor will crash with this information found in the Editor.log file:

    m_VB != NULL

    (Filename: C:/buildslave/unity/build/Runtime/GfxDevice/d3d11/VertexBufferD3D11.cpp Line: 98)

    Crash!!!

    ========== OUTPUTING STACK TRACE ==================

    0x00007FF92CA49804 (d3d11) CreateDirect3D11SurfaceFromDXGISurface
    0x0000000140334537 (Unity) GeometryJobTasks::EndGeometryJobFrame
    0x000000014149C26D (Unity) GfxDeviceWorker::RunCommand
    0x00000001414A245F (Unity) GfxDeviceWorker::Run
    0x000000014149A0AD (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    0x00000001405A2E58 (Unity) Thread::RunThreadWrapper
    0x00007FF931688364 (KERNEL32) BaseThreadInitThunk

    ========== END OF STACKTRACE ===========

    The problem is identical to this thread from the 5.4 beta forums but it appears unresolved.

    Anybody else experienced this?
     
  2. xandeck

    xandeck

    Joined:
    Apr 2, 2009
    Posts:
    563
    Hey, just saw this... I am having the same problem. It works fine in a compiled build, but in editor is impossible. It looks like Unity cannot handle objects that has this destroyed (or even sometimes enable and disable). Did you find a solution for this? Thanks
     
  3. xandeck

    xandeck

    Joined:
    Apr 2, 2009
    Posts:
    563
    Just an update: so far, with the new version 5.4.2, this problem seems to be solved (I will update here in case it is not)
     
  4. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,275
    If you are still having this problem in the latest version then do please file a bug report so we can investigate.