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Massive Crashes in UI.InputField.LateUpdate IL2CPP

Discussion in 'Windows' started by Foriero, Aug 18, 2018.

  1. Foriero

    Foriero

    Joined:
    Jan 24, 2012
    Posts:
    476
    Hello, we have in WSA IL2CPP 2018.2.3f1 our Performance statistics massive crashes.

    Managed Stack Trace:
    UnityEngine.UI.InputField.LateUpdate () (at <00000000000000000000000000000000>:0)
    Native StackTrace:


    Please see screenshot : https://www.dropbox.com/s/uwpp56v2gqmcmrd/lateupdate.png?dl=0

    Can we have please fix for that asap? Other platforms are ok without any issues.

    Thank you, Marek Ledvina.
     
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    7,299
    Can you report a bug with more information? This is far from enough for us to be able to identify what's going on and fix it.
     
  3. Foriero

    Foriero

    Joined:
    Jan 24, 2012
    Posts:
    476
    Hi, I also dont have more info. I just see itin Performance crashes. All other platforms of the same app are without it. :-(
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Do you have any crash data from Windows Store? That should at least contain a native callstack.
     
  5. Foriero

    Foriero

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    Jan 24, 2012
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    We haven't submitted PDB files so we have only Unknown there. :-(
     
  6. Sarazan

    Sarazan

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    Apr 29, 2013
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    12
    I'm also seeing this crash for multiple users per day. I don't have much else to offer, but it might be worth sending somebody to look at that source line-by-line to figure it out.
     
  7. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Do you have a callstack for the crash?
     
  8. Sarazan

    Sarazan

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    Apr 29, 2013
    Posts:
    12
    Nope, the crash reporter seems to be having trouble with it:

    Managed Stack Trace:

    UnityEngine.UI.InputField.LateUpdate () (at <00000000000000000000000000000000>:0)


    Here's the entirety of the crash json:


    {"report_id":"AWcIuIdvDDVB-s-n8N4j","app_build":"","install_mode":"","install_store":"","name":"","version":"1.1","build_guid":"1bb9db81795c14f658994adba6fdb05e","build_tags":null,"client_report_id":"","client_ts":0,"userid":"2cfa1660335ff4faea75f69f16828c8a","debug_device":false,"cpu":"arm64","cpu_count":0,"cpu_freq":0,"device_info_flags":0,"rooted_or_jailbroken":false,"device_model":"iPad4,1","device_ram":0,"screen_size":"","screen_dpi":0,"refresh_rate":0,"sensor_flags":0,"system_language":"","device_type":0,"device_vram":0,"enabled_vr_devices":null,"gpu_api":0,"gpu_caps":0,"gpu_copy_texture_support":0,"gpu_device_id":0,"gpu_vendor_id":0,"gpu_driver":"","gpu_max_cubemap_size":0,"gpu_max_texture_size":0,"gfx":"Apple A7 GPU","gpu_render_texture_support":0,"gpu_shader_caps":0,"gpu_supported_render_target_count":0,"gpu_texture_format_support":0,"gpu_vendor":"","gpu_version":"","is_editor":false,"is_fullscreen":false,"is_wsar_remote":false,"is_ar_app":false,"localprojectid":"","os_family":0,"os":"iOS 12.0.1","platform":"iPhonePlayer","platformid":8,"appid":"80e09747-ae9a-4aa1-ad12-dc1916e030e1","screen_orientation":0,"scripting_backend":"","sessionid":0,"sdk_ver":"u2018.2.13f1","vr_device_name":"","vr_device_model":"","logs_supported":false,"user_metadata":null,"log_messages":null,"ts":1542039568496,"user_agent":"wordpop/258 CFNetwork/974.2.1 Darwin/18.0.0","project_name":"Word Drop","crash_report_hash":"99bfa6b337f726debe847603fab9ea8f","managed_exception":{"type":"","message":"NullReferenceException: Object reference not set to an instance of an object.","stack_trace":"UnityEngine.UI.InputField.LateUpdate () (at <00000000000000000000000000000000>:0)\n"},"native_crash":null,"counter":1}
     
  9. Sarazan

    Sarazan

    Joined:
    Apr 29, 2013
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    12
    For what it's worth, I'm seeing this crash at least 10x per day with around 100 DAU. I wish I could be more helpful, but all I can recommend is that the unity team do a line-by-line search through that function for potential NPE's.

    I've looked at the decompiled code and all I can think is that maybe setting field.text = null will cause a crash around here:

    for (int index = 0; index < text.Length; ++index)


    ...but I can't imagine the text member doesn't get coerced into an empty string at some point?
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
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    7,299
    Do you get crash reports in Windows Store Dev board too? That should contain native callstack. In either case, is this a crash or a managed exception? Can we have a bug report?
     
  11. bz_apps

    bz_apps

    Joined:
    Aug 19, 2014
    Posts:
    16
    Im getting this a lot too. Same thing.
     
  12. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

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    Can you provide more details?
     
  13. hadrien_g

    hadrien_g

    Joined:
    Sep 29, 2014
    Posts:
    2
    Hi,
    This issue still appears in 2019.2.8f1.
    The crash occurs in Inputfield.LateUpdate on ios ILCPP, when deselecting an inputfield that just received a new character input in the same frame.
    Workaround: deselect the inputfield in a coroutine after a new WaitForEndOfFrame()
     
  14. Foriero

    Foriero

    Joined:
    Jan 24, 2012
    Posts:
    476
    Or use TextMeshPro input. :)
     
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