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Bug null pointer dereference - (ParticleSystemParticles::CopyToArrayAOS) after Unity Update

Discussion in 'General Graphics' started by Meatloaf4, May 10, 2023.

  1. Meatloaf4

    Meatloaf4

    Joined:
    Jul 30, 2013
    Posts:
    183
    Hello I think I may be experiencing a bug in Unity due to the way I am saving and reloading particles between physics scenes.

    First off here is the error I am getting on both Android and iOS

    Android Logs
    Code (CSharp):
    1. 04-12 09:28:01.812  3437  3538 E CRASH   : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    2. 04-12 09:28:01.812  3437  3538 E CRASH   : Version '2020.3.46f1 (18bc01a066b4)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    3. 04-12 09:28:01.812  3437  3538 E CRASH   : Build fingerprint: 'google/raven/raven:13/TQ2A.230305.008.E1/9677224:user/release-keys'
    4. 04-12 09:28:01.812  3437  3538 E CRASH   : Revision: 'MP1.0'
    5. 04-12 09:28:01.812  3437  3538 E CRASH   : ABI: 'arm64'
    6. 04-12 09:28:01.812  3437  3538 E CRASH   : Timestamp: 2023-04-12 09:28:01-0700
    7. 04-12 09:28:01.812  3437  3538 E CRASH   : pid: 3437, tid: 3538, name: Job.Worker 2  >>> com.breakstepstudios.commandcenterearth <<<
    8. 04-12 09:28:01.812  3437  3538 E CRASH   : uid: 10427
    9. 04-12 09:28:01.812  3437  3538 E CRASH   : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x204
    10. 04-12 09:28:01.812  3437  3538 E CRASH   : Cause: null pointer dereference
    11. 04-12 09:28:01.812  3437  3538 E CRASH   :     x0  0000007671d95230  x1  000000772b467748  x2  0000000000000001  x3  0000000000000081
    12. 04-12 09:28:01.812  3437  3538 E CRASH   :     x4  000000772b4688a0  x5  000000772b4677d8  x6  000000006a1a66eb  x7  00000076d0027280
    13. 04-12 09:28:01.812  3437  3538 E CRASH   :     x8  0000000000000204  x9  000000772b46776c  x10 0000000000000000  x11 000000772b467778
    14. 04-12 09:28:01.812  3437  3538 E CRASH   :     x12 0000000000000001  x13 000000772b467748  x14 0000000000000204  x15 41d8cc8241f09564
    15. 04-12 09:28:01.812  3437  3538 E CRASH   :     x16 0000000000000000  x17 0000007a63a10fe0  x18 0000000000002ede  x19 000000772b467748
    16. 04-12 09:28:01.812  3437  3538 E CRASH   :     x20 0000007671d95230  x21 0000000000000000  x22 0000000000000081  x23 0000000000000001
    17. 04-12 09:28:01.812  3437  3538 E CRASH   :     x24 0000007671d95848  x25 000000772b4677c0  x26 0000000000000084  x27 0000007723771e30
    18. 04-12 09:28:01.812  3437  3538 E CRASH   :     x28 0000000000000081  x29 0000000000000002
    19. 04-12 09:28:01.812  3437  3538 E CRASH   :     sp  000000772b4676d0  lr  000000772298bf48  pc  00000077227eca44
    20. 04-12 09:28:01.812  3437  3538 E CRASH   : backtrace:
    21. 04-12 09:28:01.812  3437  3538 E CRASH   :       #00 pc 0000000000b6fa44  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (ParticleSystemParticles::CopyToArrayAOS(ParticleSystemParticle*, int, int) const+176) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    22. 04-12 09:28:01.813  3437  3538 E CRASH   :       #01 pc 0000000000d0ef44  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (ParticleSystemTrailGeometryJob::ConfigurePerParticleTrailParams(ParticleLineParameters&, ParticleSystemParticles const*, unsigned long, ParticleSystemTrailGeometryJob const&, float)+56) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    23. 04-12 09:28:01.813  3437  3538 E CRASH   :       #02 pc 0000000000d0daf8  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (ParticleSystemTrailGeometryJob::RenderJobCommon(ParticleSystemTrailGeometryJob&, void*, unsigned int)+1608) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    24. 04-12 09:28:01.813  3437  3538 E CRASH   :       #03 pc 0000000000d0cca4  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (ParticleSystemTrailGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int)+100) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    25. 04-12 09:28:01.813  3437  3538 E CRASH   :       #04 pc 00000000005030a0  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (JobQueue::Exec(JobInfo*, long long, int, bool)+120) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    26. 04-12 09:28:01.813  3437  3538 E CRASH   :       #05 pc 0000000000503388  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool, bool)+344) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    27. 04-12 09:28:01.813  3437  3538 E CRASH   :       #06 pc 00000000005034ec  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (JobQueue::ExecuteJobFromQueue(bool, bool&)+172) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    28. 04-12 09:28:01.813  3437  3538 E CRASH   :       #07 pc 0000000000503958  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*)+912) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    29. 04-12 09:28:01.813  3437  3538 E CRASH   :       #08 pc 0000000000502a48  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (JobQueue::WorkLoop(void*)+228) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    30. 04-12 09:28:01.814  3437  3538 E CRASH   :       #09 pc 00000000007044f4  /data/app/~~RDoVFOH7CHhukFChKdwo_Q==/com.breakstepstudios.commandcenterearth-pqs_0V62gpIYLagrpQRwEw==/lib/arm64/libunity.so (Thread::RunThreadWrapper(void*)+512) (BuildId: 4e68e86bbb46cea51faef290d2c29a1f596cb4b6)
    31. 04-12 09:28:01.814  3437  3538 E CRASH   :       #10 pc 00000000000c226c  /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+204) (BuildId: dc4001c2ef2dfc23467040797a96840c)
    32. 04-12 09:28:01.814  3437  3538 E CRASH   :       #11 pc 0000000000054a30  /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: dc4001c2ef2dfc23467040797a96840c)
    iOS Logs (UnityGfxDeviceWorker crashes when copying the particle system.)
    Code (CSharp):
    1. # Crashlytics - Stack trace
    2. # Application: com.breakstepstudios.commandcenterearth
    3. # Platform: apple
    4. # Version: 2.0.2 (55)
    5. # Issue: 3d54a001d269d52bb25edb73a9d4f1df
    6. # Session: 561227cd15f84ad484b158d4da6da1a7_DNE_0_v2
    7. # Date: Wed May 03 2023 15:22:01 GMT-0700 (Pacific Daylight Time)
    8.  
    9. com.apple.main-thread
    10. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    11. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    12. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    13. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    14. 4  UnityFramework                 0x9b1408 JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealMode) + 1841 (JobQueue.cpp:1841)
    15. 5  UnityFramework                 0x9aee74 CompleteFenceInternal(JobFence&, WorkStealMode) + 17 (Jobs.cpp:17)
    16. 6  UnityFramework                 0x6d92e8 ParticleSystemManager::ClearAllFences(bool) + 848428 (ParticleSystem.cpp:848428)
    17. 7  UnityFramework                 0x6d8fd8 ParticleSystem::SyncJobs(bool) + 661 (ParticleSystem.cpp:661)
    18. 8  UnityFramework                 0x6d8ebc ParticleSystem::Deactivate(DeactivateOperation) + 1914 (ParticleSystem.cpp:1914)
    19. 9  UnityFramework                 0x861f04 GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) + 198 (GameObject.cpp:198)
    20. 10 UnityFramework                 0x861e8c GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) + 191 (GameObject.cpp:191)
    21. 11 UnityFramework                 0x861e8c GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) + 191 (GameObject.cpp:191)
    22. 12 UnityFramework                 0x861e8c GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) + 191 (GameObject.cpp:191)
    23. 13 UnityFramework                 0x861e8c GameObject::ActivateAwakeRecursivelyInternal(DeactivateOperation, AwakeFromLoadQueue&) + 191 (GameObject.cpp:191)
    24. 14 UnityFramework                 0x861fac GameObject::ActivateAwakeRecursively(DeactivateOperation) + 225 (GameObject.cpp:225)
    25. 15 UnityFramework                 0x9e8124 UnityScene::HandleChangingPhysicsScenes(GameObject&, UnityScene*, UnityScene*) + 574 (UnityScene.cpp:574)
    26. 16 UnityFramework                 0x9e7704 UnityScene::OnGameObjectChangedScene(GameObject&, UnityScene*, UnityScene*) + 322 (UnityScene.cpp:322)
    27. 17 UnityFramework                 0xb365a4 SceneManager_CUSTOM_MoveGameObjectToScene_Injected(ScriptingBackendNativeObjectPtrOpaque*, int const&) + 65 (ScriptingNativeTypes.h:65)
    28. 18 UnityFramework                 0x2f94564 selector_thread(void*) (.cold.1) + 4524705124
    29. 19 UnityFramework                 0x1486628 selector_thread(void*) (.cold.1) + 4496336424
    30. 20 UnityFramework                 0x25c2274 selector_thread(void*) (.cold.1) + 4514407028
    31. 21 UnityFramework                 0x25e7510 selector_thread(void*) (.cold.1) + 4514559248
    32. 22 UnityFramework                 0x25c0650 selector_thread(void*) (.cold.1) + 4514399824
    33. 23 UnityFramework                 0x25b6eec selector_thread(void*) (.cold.1) + 4514361068
    34. 24 UnityFramework                 0x25c09c4 selector_thread(void*) (.cold.1) + 4514400708
    35. 25 UnityFramework                 0x25c07e4 selector_thread(void*) (.cold.1) + 4514400228
    36. 26 UnityFramework                 0x153c2f8 selector_thread(void*) (.cold.1) + 4497081080
    37. 27 UnityFramework                 0x152e3fc selector_thread(void*) (.cold.1) + 4497023996
    38. 28 UnityFramework                 0x152e0d4 selector_thread(void*) (.cold.1) + 4497023188
    39. 29 UnityFramework                 0x153c0b4 selector_thread(void*) (.cold.1) + 4497080500
    40. 30 UnityFramework                 0x153d1f8 selector_thread(void*) (.cold.1) + 4497084920
    41. 31 UnityFramework                 0x1541b74 selector_thread(void*) (.cold.1) + 4497103732
    42. 32 UnityFramework                 0x11308c RuntimeInvoker_TrueVoid_t700C6383A2A510C2CF4DD86DABD5CA9FF70ADAC5(void (*)(), MethodInfo const*, void*, void**) + 4475941004 (Il2CppInvokerTable.cpp:4475941004)
    43. 33 UnityFramework                 0x1306fcc il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 564 (Runtime.cpp:564)
    44. 34 UnityFramework                 0xaa91f0 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 292 (ScriptingApi_Il2Cpp.cpp:292)
    45. 35 UnityFramework                 0xaad120 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 273 (ScriptingInvocation.cpp:273)
    46. 36 UnityFramework                 0xac3c2c MonoBehaviour::CallUpdateMethod(int) + 534 (MonoBehaviour.cpp:534)
    47. 37 UnityFramework                 0x8f5b04 void BaseBehaviourManager::CommonUpdate<FixedBehaviourManager>() + 195 (Behaviour.cpp:195)
    48. 38 UnityFramework                 0x9cf3f0 ExecutePlayerLoop(NativePlayerLoopSystem*) + 383 (PlayerLoop.cpp:383)
    49. 39 UnityFramework                 0x9cf430 ExecutePlayerLoop(NativePlayerLoopSystem*) + 407 (PlayerLoop.cpp:407)
    50. 40 UnityFramework                 0x9cf6fc PlayerLoop() + 514 (PlayerLoop.cpp:514)
    51. 41 UnityFramework                 0xe2f918 UnityPlayerLoopImpl(bool) + 328 (LibEntryPoint.mm:328)
    52. 42 UnityFramework                 0x169f0 -[UnityAppController(Rendering) repaint] + 233 (UnityAppController+Rendering.mm:233)
    53. 43 UnityFramework                 0x16980 -[UnityAppController(Rendering) repaintDisplayLink] + 72 (UnityAppController+Rendering.mm:72)
    54. 44 QuartzCore                     0x28ca4 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 820
    55. 45 QuartzCore                     0x156144 CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) + 380
    56. 46 UIKitCore                      0x6525b0 _UIUpdateSequenceRun + 84
    57. 47 UIKitCore                      0xca1310 schedulerStepScheduledMainSection + 172
    58. 48 UIKitCore                      0xca04dc runloopSourceCallback + 92
    59. 49 CoreFoundation                 0xd5f24 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
    60. 50 CoreFoundation                 0xe22fc __CFRunLoopDoSource0 + 176
    61. 51 CoreFoundation                 0x66220 __CFRunLoopDoSources0 + 340
    62. 52 CoreFoundation                 0x7bb7c __CFRunLoopRun + 836
    63. 53 CoreFoundation                 0x80eb0 CFRunLoopRunSpecific + 612
    64. 54 GraphicsServices               0x1368 GSEventRunModal + 164
    65. 55 UIKitCore                      0x3a1668 -[UIApplication _run] + 888
    66. 56 UIKitCore                      0x3a12cc UIApplicationMain + 340
    67. 57 UnityFramework                 0x16524 -[UnityFramework runUIApplicationMainWithArgc:argv:] + 96 (main.mm:96)
    68. 58 CommandCenterEarth             0x7ccc main + 28 (main.mm:28)
    69. 59 ???                            0x1ec66c960 (Missing)
    70.  
    71. Thread
    72. 0  libsystem_kernel.dylib         0x12b0 __workq_kernreturn + 8
    73. 1  libsystem_pthread.dylib        0xe44 _pthread_wqthread + 364
    74. 2  libsystem_pthread.dylib        0xb98 start_wqthread + 8
    75.  
    76. Thread
    77. 0  libsystem_pthread.dylib        0xb90 start_wqthread + 254
    78.  
    79. com.apple.uikit.eventfetch-thread
    80. 0  libsystem_kernel.dylib         0xda8 mach_msg2_trap + 8
    81. 1  libsystem_kernel.dylib         0x13a1c mach_msg2_internal + 80
    82. 2  libsystem_kernel.dylib         0x13c5c mach_msg_overwrite + 388
    83. 3  libsystem_kernel.dylib         0x12ec mach_msg + 24
    84. 4  CoreFoundation                 0x7aac4 __CFRunLoopServiceMachPort + 160
    85. 5  CoreFoundation                 0x7bd08 __CFRunLoopRun + 1232
    86. 6  CoreFoundation                 0x80eb0 CFRunLoopRunSpecific + 612
    87. 7  Foundation                     0x42054 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
    88. 8  Foundation                     0x41f3c -[NSRunLoop(NSRunLoop) runUntilDate:] + 64
    89. 9  UIKitCore                      0x4d66a4 -[UIEventFetcher threadMain] + 436
    90. 10 Foundation                     0x5b518 __NSThread__start__ + 716
    91. 11 libsystem_pthread.dylib        0x16cc _pthread_start + 148
    92. 12 libsystem_pthread.dylib        0xba4 thread_start + 8
    93.  
    94. GC Finalizer
    95. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    96. 1  libsystem_pthread.dylib        0x806c _pthread_cond_wait + 1232
    97. 2  UnityFramework                 0x12cedfc il2cpp::os::posix::PosixWaitObject::Wait(unsigned int, bool) + 120 (PosixWaitObject.cpp:120)
    98. 3  UnityFramework                 0x12a1bf0 il2cpp::gc::FinalizerThread(void*) + 438 (BoehmGC.cpp:438)
    99. 4  UnityFramework                 0x12c5d30 il2cpp::os::Thread::RunWrapper(void*) + 183 (Thread.cpp:183)
    100. 5  UnityFramework                 0x12c7fe0 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) + 127 (ThreadImpl.cpp:127)
    101. 6  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    102. 7  libsystem_pthread.dylib        0xba4 thread_start + 8
    103.  
    104. Job.Worker 0
    105. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    106. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    107. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    108. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    109. 4  UnityFramework                 0x9b0708 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*) + 33 (Baselib_CappedSemaphore_SemaphoreBased.inl.h:33)
    110. 5  UnityFramework                 0x9af920 JobQueue::WorkLoop(void*) + 1103 (JobQueue.cpp:1103)
    111. 6  UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    112. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    113. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    114.  
    115. Job.Worker 1
    116. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    117. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    118. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    119. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    120. 4  UnityFramework                 0x9b0708 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*) + 33 (Baselib_CappedSemaphore_SemaphoreBased.inl.h:33)
    121. 5  UnityFramework                 0x9af920 JobQueue::WorkLoop(void*) + 1103 (JobQueue.cpp:1103)
    122. 6  UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    123. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    124. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    125.  
    126. Job.Worker 2
    127. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    128. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    129. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    130. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    131. 4  UnityFramework                 0x9b0708 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*) + 33 (Baselib_CappedSemaphore_SemaphoreBased.inl.h:33)
    132. 5  UnityFramework                 0x9af920 JobQueue::WorkLoop(void*) + 1103 (JobQueue.cpp:1103)
    133. 6  UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    134. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    135. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    136.  
    137. Job.Worker 3
    138. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
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    140. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
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    355. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    356.  
    357. Thread
    358. 0  libsystem_pthread.dylib        0xb90 start_wqthread + 254
    359.  
    360. Crashed: UnityGfxDeviceWorker
    361. 0  UnityFramework                 0x6d600c ParticleSystemParticles::CopyToArrayAOS(ParticleSystemParticle*, int, int) const + 427 (ParticleSystemParticle.cpp:427)
    362. 1  UnityFramework                 0xcd1b8c ParticleSystemTrailGeometryJob::ConfigurePerParticleTrailParams(ParticleLineParameters&, ParticleSystemParticles const*, unsigned long, ParticleSystemTrailGeometryJob const&, float) + 3269 (ParticleSystemGeometryJob.cpp:3269)
    363. 2  UnityFramework                 0xcd07a0 ParticleSystemTrailGeometryJob::RenderJobCommon(ParticleSystemTrailGeometryJob&, void*, unsigned int) + 3105 (ParticleSystemGeometryJob.cpp:3105)
    364. 3  UnityFramework                 0xccfb70 ParticleSystemTrailGeometryJob::RenderJob(SharedGeometryJobData*, unsigned int) + 2991 (ParticleSystemGeometryJob.cpp:2991)
    365. 4  UnityFramework                 0x9aff84 JobQueue::Exec(JobInfo*, long long, int, bool) + 621 (JobQueue.cpp:621)
    366. 5  UnityFramework                 0x9b0250 JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool, bool) + 736 (JobQueue.cpp:736)
    367. 6  UnityFramework                 0x9b13b4 JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealMode) + 1758 (JobQueue.cpp:1758)
    368. 7  UnityFramework                 0x9aee74 CompleteFenceInternal(JobFence&, WorkStealMode) + 17 (Jobs.cpp:17)
    369. 8  UnityFramework                 0xa79354 GeometryJobTasks::PutGeometryJobFence(GfxDevice&, GeometryJobFence) + 282 (Jobs.h:282)
    370. 9  UnityFramework                 0xa90254 GfxDevice::PutGeometryJobFence(GeometryJobFence&) + 76 (GeometryJob.h:76)
    371. 10 UnityFramework                 0xa902d0 GfxDevice::DrawSharedGeometryJobs(DynamicVBOBuffer const&, unsigned int, DynamicVBOBuffer const&, unsigned int, GeometryJobFence, DrawBuffersRange const*, unsigned long, VertexDeclaration*) + 876 (GfxDevice.cpp:876)
    372. 11 UnityFramework                 0xd8ba18 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) + 776 (GfxDeviceWorker.cpp:776)
    373. 12 UnityFramework                 0xdfaad4 GfxDeviceWorkerAutoreleasePoolProxy + 5330 (GfxDeviceMetal.mm:5330)
    374. 13 UnityFramework                 0xd90908 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) + 389 (GfxDeviceWorker.cpp:389)
    375. 14 UnityFramework                 0xd8866c GfxDeviceWorker::RunGfxDeviceWorker(void*) + 353 (GfxDeviceWorker.cpp:353)
    376. 15 UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    377. 16 libsystem_pthread.dylib        0x16cc _pthread_start + 148
    378. 17 libsystem_pthread.dylib        0xba4 thread_start + 8
    379.  
    380. Thread
    381. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    382. 1  UnityFramework                 0x123ab10 FMOD_OS_Semaphore_Wait(FMOD_OS_SEMAPHORE*) + 3399812
    383. 2  UnityFramework                 0x12571c8 FMOD::Thread::callback(void*) + 3516220
    384. 3  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    385. 4  libsystem_pthread.dylib        0xba4 thread_start + 8
    386.  
    387. AURemoteIO::IOThread
    388. 0  libsystem_kernel.dylib         0xda8 mach_msg2_trap + 8
    389. 1  libsystem_kernel.dylib         0x13a1c mach_msg2_internal + 80
    390. 2  libsystem_kernel.dylib         0x13c5c mach_msg_overwrite + 388
    391. 3  libsystem_kernel.dylib         0x12ec mach_msg + 24
    392. 4  libEmbeddedSystemAUs.dylib     0xa824c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, AURemoteIO::IOThread::IOThread(AURemoteIO&, caulk::thread::attributes const&, caulk::mach::os_workgroup_managed const&)::'lambda'(), std::__1::tuple<> > >(void*) + 556
    393. 5  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    394. 6  libsystem_pthread.dylib        0xba4 thread_start + 8
    395.  
    396. Thread
    397. 0  libsystem_kernel.dylib         0x1268 __semwait_signal + 8
    398. 1  libsystem_c.dylib              0x57d8 nanosleep + 220
    399. 2  libsystem_c.dylib              0x64a4 usleep + 68
    400. 3  UnityFramework                 0x123a6d8 FMOD_OS_Time_Sleep(unsigned int) + 3398732
    401. 4  UnityFramework                 0x1257234 FMOD::Thread::callback(void*) + 3516328
    402. 5  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    403. 6  libsystem_pthread.dylib        0xba4 thread_start + 8
    404.  
    405. com.apple.CoreMotion.MotionThread
    406. 0  libsystem_kernel.dylib         0xda8 mach_msg2_trap + 8
    407. 1  libsystem_kernel.dylib         0x13a1c mach_msg2_internal + 80
    408. 2  libsystem_kernel.dylib         0x13c5c mach_msg_overwrite + 388
    409. 3  libsystem_kernel.dylib         0x12ec mach_msg + 24
    410. 4  CoreFoundation                 0x7aac4 __CFRunLoopServiceMachPort + 160
    411. 5  CoreFoundation                 0x7bd08 __CFRunLoopRun + 1232
    412. 6  CoreFoundation                 0x80eb0 CFRunLoopRunSpecific + 612
    413. 7  CoreFoundation                 0xc4cd4 CFRunLoopRun + 64
    414. 8  CoreMotion                     0x13ef8 CLMotionActivity::isTypeInVehicle(CLMotionActivity::Type) + 22908
    415. 9  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    416. 10 libsystem_pthread.dylib        0xba4 thread_start + 8
    417.  
    418. Loading.PreloadManager
    419. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    420. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    421. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    422. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    423. 4  UnityFramework                 0x9dd0dc PreloadManager::Run() + 41 (Baselib_Semaphore_SemaphoreBased.inl.h:41)
    424. 5  UnityFramework                 0x9dd028 PreloadManager::Run(void*) + 183 (PreloadManager.cpp:183)
    425. 6  UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    426. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    427. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    428.  
    429. CloudJob.Worker 0
    430. 0  libsystem_kernel.dylib         0xd24 semaphore_wait_trap + 8
    431. 1  libdispatch.dylib              0x4524 _dispatch_sema4_wait + 28
    432. 2  libdispatch.dylib              0x4bd8 _dispatch_semaphore_wait_slow + 132
    433. 3  UnityFramework                 0xef5150 UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle) + 36 (Baselib_SystemSemaphore_DarwinApi.inl.h:36)
    434. 4  UnityFramework                 0x9b0708 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*) + 33 (Baselib_CappedSemaphore_SemaphoreBased.inl.h:33)
    435. 5  UnityFramework                 0x9af920 JobQueue::WorkLoop(void*) + 1103 (JobQueue.cpp:1103)
    436. 6  UnityFramework                 0xa510c0 Thread::RunThreadWrapper(void*) + 81 (Thread.cpp:81)
    437. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    438. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    439.  
    440. com.google.firebase.crashlytics.MachExceptionServer
    441. 0  UnityFramework                 0x2c81d8 FIRCLSProcessRecordAllThreads + 393 (FIRCLSProcess.c:393)
    442. 1  UnityFramework                 0x2c85b8 FIRCLSProcessRecordAllThreads + 424 (FIRCLSProcess.c:424)
    443. 2  UnityFramework                 0x2bf8c8 FIRCLSHandler + 34 (FIRCLSHandler.m:34)
    444. 3  UnityFramework                 0x2c2018 FIRCLSMachExceptionServer + 521 (FIRCLSMachException.c:521)
    445. 4  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    446. 5  libsystem_pthread.dylib        0xba4 thread_start + 8
    447.  
    448. com.apple.NSURLConnectionLoader
    449. 0  libsystem_kernel.dylib         0xda8 mach_msg2_trap + 8
    450. 1  libsystem_kernel.dylib         0x13a1c mach_msg2_internal + 80
    451. 2  libsystem_kernel.dylib         0x13c5c mach_msg_overwrite + 388
    452. 3  libsystem_kernel.dylib         0x12ec mach_msg + 24
    453. 4  CoreFoundation                 0x7aac4 __CFRunLoopServiceMachPort + 160
    454. 5  CoreFoundation                 0x7bd08 __CFRunLoopRun + 1232
    455. 6  CoreFoundation                 0x80eb0 CFRunLoopRunSpecific + 612
    456. 7  CFNetwork                      0x257ff0 _CFURLStorageSessionDisableCache + 61088
    457. 8  Foundation                     0x5b518 __NSThread__start__ + 716
    458. 9  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    459. 10 libsystem_pthread.dylib        0xba4 thread_start + 8
    460.  
    461. JavaScriptCore libpas scavenger
    462. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    463. 1  libsystem_pthread.dylib        0x806c _pthread_cond_wait + 1232
    464. 2  JavaScriptCore                 0xf703c scavenger_thread_main + 1164
    465. 3  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    466. 4  libsystem_pthread.dylib        0xba4 thread_start + 8
    467.  
    468. Thread
    469. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    470. 1  libsystem_pthread.dylib        0x8098 _pthread_cond_wait + 1276
    471. 2  UnityFramework                 0x12ced98 il2cpp::os::posix::PosixWaitObject::Wait(unsigned int, bool) + 153 (PosixWaitObject.cpp:153)
    472. 3  UnityFramework                 0x12c3e18 monitor_thread(void*) + 156 (ThreadPoolMonitorThread.cpp:156)
    473. 4  UnityFramework                 0x12f6770 il2cpp::vm::ThreadStart(void*) + 727 (Thread.cpp:727)
    474. 5  UnityFramework                 0x12c5d30 il2cpp::os::Thread::RunWrapper(void*) + 183 (Thread.cpp:183)
    475. 6  UnityFramework                 0x12c7fe0 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) + 127 (ThreadImpl.cpp:127)
    476. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    477. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    478.  
    479. Timer-Scheduler
    480. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    481. 1  libsystem_pthread.dylib        0x806c _pthread_cond_wait + 1232
    482. 2  UnityFramework                 0x12cedfc il2cpp::os::posix::PosixWaitObject::Wait(unsigned int, bool) + 120 (PosixWaitObject.cpp:120)
    483. 3  UnityFramework                 0x12b9494 il2cpp::icalls::mscorlib::System::Threading::WaitHandle::Wait_internal(void**, int, bool, int) + 91 (WaitHandle.cpp:91)
    484. 4  UnityFramework                 0x3284234 selector_thread(void*) (.cold.1) + 4527784500
    485. 5  UnityFramework                 0x3284100 selector_thread(void*) (.cold.1) + 4527784192
    486. 6  UnityFramework                 0x32b9394 selector_thread(void*) (.cold.1) + 4528001940
    487. 7  UnityFramework                 0x3223c6c selector_thread(void*) (.cold.1) + 4527389804
    488. 8  UnityFramework                 0x3269af4 selector_thread(void*) (.cold.1) + 4527676148
    489. 9  UnityFramework                 0x3323434 selector_thread(void*) (.cold.1) + 4528436276
    490. 10 UnityFramework                 0x3223c6c selector_thread(void*) (.cold.1) + 4527389804
    491. 11 UnityFramework                 0x11308c RuntimeInvoker_TrueVoid_t700C6383A2A510C2CF4DD86DABD5CA9FF70ADAC5(void (*)(), MethodInfo const*, void*, void**) + 4475941004 (Il2CppInvokerTable.cpp:4475941004)
    492. 12 UnityFramework                 0x1306fcc il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 564 (Runtime.cpp:564)
    493. 13 UnityFramework                 0x12b8ee8 il2cpp::icalls::mscorlib::System::Threading::ThreadStart(void*) + 158 (Thread.cpp:158)
    494. 14 UnityFramework                 0x12c5d30 il2cpp::os::Thread::RunWrapper(void*) + 183 (Thread.cpp:183)
    495. 15 UnityFramework                 0x12c7fe0 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) + 127 (ThreadImpl.cpp:127)
    496. 16 libsystem_pthread.dylib        0x16cc _pthread_start + 148
    497. 17 libsystem_pthread.dylib        0xba4 thread_start + 8
    498.  
    499. Thread
    500. 0  libsystem_kernel.dylib         0x12b0 __workq_kernreturn + 8
    501. 1  libsystem_pthread.dylib        0xe44 _pthread_wqthread + 364
    502. 2  libsystem_pthread.dylib        0xb98 start_wqthread + 8
    503.  
    504. IL2CPP Threadpool worker
    505. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    506. 1  libsystem_pthread.dylib        0x806c _pthread_cond_wait + 1232
    507. 2  UnityFramework                 0x12cdf14 il2cpp::os::ConditionVariableImpl::TimedWait(il2cpp::os::FastMutexImpl*, unsigned int) + 51 (ConditionVariableImpl.cpp:51)
    508. 3  UnityFramework                 0x12c46b0 worker_thread(void*) + 87 (ThreadPoolWorkerThread.cpp:87)
    509. 4  UnityFramework                 0x12f6770 il2cpp::vm::ThreadStart(void*) + 727 (Thread.cpp:727)
    510. 5  UnityFramework                 0x12c5d30 il2cpp::os::Thread::RunWrapper(void*) + 183 (Thread.cpp:183)
    511. 6  UnityFramework                 0x12c7fe0 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) + 127 (ThreadImpl.cpp:127)
    512. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    513. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    514.  
    515. IL2CPP Threadpool worker
    516. 0  libsystem_kernel.dylib         0x167c __psynch_cvwait + 8
    517. 1  libsystem_pthread.dylib        0x806c _pthread_cond_wait + 1232
    518. 2  UnityFramework                 0x12cdf14 il2cpp::os::ConditionVariableImpl::TimedWait(il2cpp::os::FastMutexImpl*, unsigned int) + 51 (ConditionVariableImpl.cpp:51)
    519. 3  UnityFramework                 0x12c46b0 worker_thread(void*) + 87 (ThreadPoolWorkerThread.cpp:87)
    520. 4  UnityFramework                 0x12f6770 il2cpp::vm::ThreadStart(void*) + 727 (Thread.cpp:727)
    521. 5  UnityFramework                 0x12c5d30 il2cpp::os::Thread::RunWrapper(void*) + 183 (Thread.cpp:183)
    522. 6  UnityFramework                 0x12c7fe0 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) + 127 (ThreadImpl.cpp:127)
    523. 7  libsystem_pthread.dylib        0x16cc _pthread_start + 148
    524. 8  libsystem_pthread.dylib        0xba4 thread_start + 8
    And here is how I am saving and loading my particle system state (including trails)

    ParticleSystemExtensions (Save & Restore Snapshots)
    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. namespace StudioName.Runtime.ExtensionAndHelpers
    4. {
    5.     /// <summary>
    6.     /// Extends the <see cref="UnityEngine.ParticleSystem"/> class with additional functionality
    7.     /// </summary>
    8.     public static class ParticleSystemExtensions
    9.     {
    10.         /// <summary>
    11.         /// Saves this point in time for the particle system in order to restore to this point in time later
    12.         /// </summary>
    13.         /// <param name="particleSystem">The particle system we are operating on</param>
    14.         /// <param name="withChildren">If true will also snapshot the child particle systems as well, false will only save this particle system.</param>
    15.         /// <returns>The snapshot/s to restore to later. If withChildren is false only first element will be filled</returns>
    16.         public static ParticleSystemSnapshot[] SaveSnapshot(this ParticleSystem particleSystem, bool withChildren = true)
    17.         {
    18.             //don't save children so only snapshot current particle system
    19.             if (!withChildren)
    20.             {
    21.                 return new[] { SaveSnapshotInternal(particleSystem) };
    22.             }
    23.        
    24.             //we want to save children as well so loop through and snapshot all of them returning them in order snapshotted
    25.             var particleSystems = particleSystem.GetComponentsInChildren<ParticleSystem>();
    26.             var snapshots = new ParticleSystemSnapshot[particleSystems.Length];
    27.             for (var i = 0; i < particleSystems.Length; i++)
    28.             {
    29.                 snapshots[i] = particleSystems[i].SaveSnapshotInternal();
    30.             }
    31.        
    32.             return snapshots;
    33.         }
    34.  
    35.         /// <summary>
    36.         /// Restore the particle system to the point in time provided by the snapshots
    37.         /// </summary>
    38.         /// <param name="particleSystem">The particle system we are operating on</param>
    39.         /// <param name="snapshots">The snapshot/s in time to restore the particle system (and potentially it's children) to. If withChildren = false only one particle system need be specified</param>
    40.         /// <param name="withChildren">If true will also restore the children with the snapshots provided, false will only restore this particle system</param>
    41.         public static void RestoreSnapshot(this ParticleSystem particleSystem, ParticleSystemSnapshot[] snapshots, bool withChildren = true)
    42.         {
    43.             if (!withChildren)
    44.             {
    45.                 //throw an exception if we don't at least have one snapshot
    46.                 if (snapshots.Length <= 0)
    47.                 {
    48.                     throw new System.Exception("No snapshots provided to restore to");
    49.                 }
    50.                 particleSystem.RestoreSnapshotInternal(snapshots[0]);
    51.                 return;
    52.             }
    53.        
    54.             var particleSystems = particleSystem.GetComponentsInChildren<ParticleSystem>();
    55.             //throw an exception if we don't have the same number of snapshots as particle systems
    56.             //TODO we may not want to throw an exception here as maybe they only want to restore a subset of particle systems
    57.             if (snapshots.Length < particleSystems.Length)
    58.             {
    59.                 throw new System.Exception("Number of snapshots provided does not match number of particle systems.");
    60.             }
    61.        
    62.             //restore all of our child particle system
    63.             for(var i = 0; i < particleSystems.Length; i++)
    64.             {
    65.                 particleSystems[i].RestoreSnapshotInternal(snapshots[i]);
    66.             }
    67.         }
    68.  
    69.         /// <summary>
    70.         /// Restore the particle system to this point in time
    71.         /// </summary>
    72.         /// <param name="particleSystem">The particle system we are operating on</param>
    73.         /// <param name="snapshot">The snapshot in time to restore the particle system to</param>
    74.         public static void RestoreSnapshotInternal(this ParticleSystem particleSystem, ParticleSystemSnapshot snapshot)
    75.         {
    76.             particleSystem.SetPlaybackState(snapshot.playbackState);
    77.             particleSystem.SetParticles(snapshot.particles, snapshot.particles.Length);
    78.             particleSystem.SetTrails(snapshot.trails);
    79.             //TODO the below may be buggy, double check returning to correct play state is working as it's supposed to later
    80.             //if our particle was stopped when we saved our snapshot that means no particles were alive so clear them all
    81.             //and don't continue below
    82.             if(snapshot.isStopped)
    83.             {
    84.                 particleSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
    85.                 return;
    86.             }
    87.             //if we are paused we are not playing or emitting
    88.             if (snapshot.isPaused)
    89.             {
    90.                 particleSystem.Pause(false);
    91.                 return;
    92.             }
    93.             //if we were playing ensure we start things back up again
    94.             if (snapshot.isPlaying)
    95.             {
    96.                 particleSystem.Play(false);
    97.             }
    98.             //we may have been playing but called Stop(ParticleSystemStopBehavior.StopEmitting) when we saved the snapshot
    99.             //bottom line make sure to stop emitting if that's what we were doing when snapshot was saved
    100.             if (!snapshot.isEmitting)
    101.             {
    102.                 particleSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
    103.             }
    104.         }
    105.    
    106.         private static ParticleSystemSnapshot SaveSnapshotInternal(this ParticleSystem particleSystem)
    107.         {
    108.             var playbackState = particleSystem.GetPlaybackState();
    109.             var particles = new ParticleSystem.Particle[particleSystem.particleCount];
    110.             particleSystem.GetParticles(particles);
    111.             var trails = particleSystem.GetTrails();
    112.             return new ParticleSystemSnapshot
    113.             {
    114.                 playbackState = playbackState,
    115.                 particles = particles,
    116.                 trails = trails,
    117.                 isEmitting = particleSystem.isEmitting,
    118.                 isPlaying = particleSystem.isPlaying,
    119.                 isPaused = particleSystem.isPaused,
    120.                 isStopped = particleSystem.isStopped,
    121.             };
    122.         }
    123.    
    124.         /// <summary>
    125.         /// A snapshot of a point in time for a given particle system
    126.         /// </summary>
    127.         public struct ParticleSystemSnapshot
    128.         {
    129.             /// <summary>
    130.             /// The playback state of the particle system snapshot
    131.             /// </summary>
    132.             public ParticleSystem.PlaybackState playbackState;
    133.             /// <summary>
    134.             /// The particles of the particle system snapshot
    135.             /// </summary>
    136.             public ParticleSystem.Particle[] particles;
    137.             /// <summary>
    138.             /// The trails of the particle system snapshot
    139.             /// </summary>
    140.             public ParticleSystem.Trails trails;
    141.             /// <summary>
    142.             /// Is the particle system emitting particles. See <see cref="ParticleSystem.isEmitting"/>
    143.             /// </summary>
    144.             public bool isEmitting;
    145.             /// <summary>
    146.             /// Is the particle system playing. See <see cref="ParticleSystem.isPlaying"/>
    147.             /// </summary>
    148.             public bool isPlaying;
    149.             /// <summary>
    150.             /// Is the particle system paused. See <see cref="ParticleSystem.isPaused"/>
    151.             /// </summary>
    152.             public bool isPaused;
    153.             /// <summary>
    154.             /// Is the particle system stopped. See <see cref="ParticleSystem.isStopped"/>
    155.             /// </summary>
    156.             public bool isStopped;
    157.         }
    158.     }
    159. }
    The code works fine on Unity 2020.3.12f1 but once I upgraded to Unity 2020.3.46f1 I ran into this issue. Another important change is that I did start targeting Android version 31 once I updated Unity (the reason I updated to begin with).

    That said I wonder if this bug is occurring as a result of this fix?

    https://issuetracker.unity3d.com/is...m-dot-gettrails-api-forces-gc-dot-alloc-calls

    Finally to give some context I use my extensions to save a my "particle snapshot" on one physics 2d scene and restore the "particle snapshot" when the object is moved into another physics 2d scene.

    The strange part (and why I think it's a bug) is because it will work fine sometimes and crash the game seemingly randomly other times.

    From what I can tell I'm using the API correctly, but perhaps someone can shed light on if I'm doing something that would produce this error.

    Last but not least, I'm not sure if this is relavent but it looks like on Android at least, once I cleared the cache this bug looked to have stopped occuring.
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    can you submit a bug report via Help/Report a bug in the editor?
     
  3. Alan-Liu

    Alan-Liu

    Joined:
    Jan 23, 2014
    Posts:
    391
    richardkettlewell likes this.