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Native arrays cause crashes in standalone builds (2019.2a14)

Discussion in '2019.2 Beta' started by Imakhiil, May 4, 2019.

  1. Imakhiil

    Imakhiil

    Joined:
    Oct 11, 2013
    Posts:
    96
    The following code always causes a crash after the project is built (even though it works inside the editor)
    Code (CSharp):
    1.  
    2. using UnityEngine;
    3. using Unity.Collections;
    4.  
    5. public class Tests : MonoBehaviour
    6. {
    7.     void Start()
    8.     {
    9.         Debug.Log("1");
    10.         var tileNeighbors = new NativeArray<int>(11, Allocator.Persistent);
    11.         Debug.Log("2");
    12.         tileNeighbors.Dispose();
    13.     }
    14. }
    15.  
    A quick inspection of logs after the crash reveals that it's caused by allocation of the array.
     
  2. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,357
  3. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,324
    Unity should never crash, thus could please submit a bug-report as described in this document:
    https://unity3d.com/unity/qa/bug-reporting

    It's important that you report these issues together with a reproduction project if you want them to get fixed. If you don't do it, it might be a long time until someone else reports them or until Unity Technologies find them.

    After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.
     
  4. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,357
    If it's the same bug, it's already been reported (I provided issue ID on my thread) + Unity is aware of that issue. Support already closed my ticket.
     
    Peter77 likes this.
  5. Imakhiil

    Imakhiil

    Joined:
    Oct 11, 2013
    Posts:
    96
    After some further debugging, I believe its the same issue as rizu's so I'll skip submiting a duplicate bug report.