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So Much crashing

Discussion in '2020.2 Beta' started by CDF, Oct 29, 2020.

  1. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    A crash almost once a day for past 2 months

    The majority of them seem to spawn from various "OnValidate" calls. With a stack trace similar to this:

    The latest of these is coming from Graphic.OnValidate:

    crashes.png
    I hope something is being done about this, or Unity are aware of how much the Editor crashes.

    I can't exactly submit bug reports because it seems to happen at random.
    Sometimes refreshing is fine, other times it crashes.
     
  2. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Another one today...
    It never ends

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF72B250285 (Unity) GetOrCreateObjectStoredInField
    4. 0x00007FF729C880BF (Unity) GeneralMonoObjectToTransferFor<ConfigSettingsRead>
    5. 0x00007FF72B24D325 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
    6. 0x00007FF729C87FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF72B24D3D6 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
    8. 0x00007FF729C87FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    9. 0x00007FF72AD54CDC (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    10. 0x00007FF72AD52429 (Unity) SerializableManagedRefTransfer::Transfer<SerializableManagedRefBackupGenerator>
    11. 0x00007FF72B2FE648 (Unity) WriteObjectToVector
    12. 0x00007FF72C2B08BD (Unity) CachedPrefabPPtrRemapper::GetCachedPrefabSourceObjectData
    13. 0x00007FF72C2EBC13 (Unity) ApplyPrefabStateAndPropertyModificationsToObjects
    14. 0x00007FF72C2F9EBB (Unity) MergePrefabChanges
    15. 0x00007FF72C2B88F1 (Unity) MergePrefabInternal
    16. 0x00007FF72C2B687D (Unity) MergeAllPrefabInstancesDuringLoad
    17. 0x00007FF72ABBB732 (Unity) LoadSceneOperation::CompleteAwakeSequence
    18. 0x00007FF72ABBBB03 (Unity) LoadSceneOperation::CompletePreloadManagerLoadSceneEditor
    19. 0x00007FF72ABBCA09 (Unity) LoadSceneOperation::IntegrateMainThread
    20. 0x00007FF72ABC03EC (Unity) PreloadManager::UpdatePreloadingSingleStep
    21. 0x00007FF72ABC0CDF (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
    22. 0x00007FF72C347E75 (Unity) EditorSceneManager::RestoreSceneBackups
    23. 0x00007FF72C345DC1 (Unity) EditorSceneManager::OpenSceneLoaded
    24. 0x00007FF72C344C94 (Unity) EditorSceneManager::OpenScene
    25. 0x00007FF72BDF7362 (Unity) Application::OpenFileGeneric
    26. 0x00007FF72BCE5A41 (Unity) OpenAsset
    27. 0x00007FF72CC7ED29 (Unity) AssetDatabase_CUSTOM_OpenAsset
    28. 0x000001D0AC398D33 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.AssetDatabase:OpenAsset (int,int,int)
    29. 0x000001D0AC398C5B (Mono JIT Code) UnityEditor.AssetDatabase:OpenAsset (int,int)
    30. 0x000001D0AC398BE3 (Mono JIT Code) UnityEditor.AssetDatabase:OpenAsset (int)
    31. 0x000001D0AC398B33 (Mono JIT Code) UnityEditor.ProjectBrowser:OpenAssetSelection (int[])
    32. 0x000001D0AC398A9B (Mono JIT Code) UnityEditor.ProjectBrowser:AssetTreeItemDoubleClickedCallback (int)
    33. 0x000001D0216CABF1 (Mono JIT Code) UnityEditor.IMGUI.Controls.TreeViewController:HandleUnusedMouseEventsForItem (UnityEngine.Rect,UnityEditor.IMGUI.Controls.TreeViewItem,int)
    34. 0x000001D0216C2063 (Mono JIT Code) UnityEditor.IMGUI.Controls.TreeViewController:DoItemGUI (UnityEditor.IMGUI.Controls.TreeViewItem,int,single,bool)
    35. 0x000001D0216C15F3 (Mono JIT Code) UnityEditor.IMGUI.Controls.TreeViewController:IterateVisibleItems (int,int,single,bool)
    36. 0x000001D0216BFC1B (Mono JIT Code) UnityEditor.IMGUI.Controls.TreeViewController:OnGUI (UnityEngine.Rect,int)
    37. 0x000001D02181F65B (Mono JIT Code) UnityEditor.ProjectBrowser:OnGUI ()
    38. 0x000001D01F598A53 (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    39. 0x000001D01F5987C3 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect)
    40. 0x000001D01F58B743 (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    41. 0x000001D01F570810 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    42. 0x000001D01F56F6BB (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    43. 0x000001D01F56EF5B (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
    44. 0x000001D01F56EDC3 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
    45. 0x000001D01F56E20B (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
    46. 0x000001D01F56B553 (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
    47. 0x000001D01F0C11BB (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    48. 0x000001D01F0AE589 (Mono JIT Code) UnityEngine.UIElements.EventDispatchUtilities:PropagateEvent (UnityEngine.UIElements.EventBase)
    49. 0x000001D01F56DF8B (Mono JIT Code) UnityEngine.UIElements.MouseEventDispatchingStrategy:SendEventToRegularTarget (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel)
    50. 0x000001D01F56DE9B (Mono JIT Code) UnityEngine.UIElements.MouseEventDispatchingStrategy:SendEventToTarget (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel)
    51. 0x000001D01F56D833 (Mono JIT Code) UnityEngine.UIElements.MouseEventDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    52. 0x000001D01F0AD39E (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
    53. 0x000001D01F0ACE93 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    54. 0x000001D01F0AC8C3 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
    55. 0x000001D01F0AC743 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:OpenGate ()
    56. 0x000001D01F0AC68B (Mono JIT Code) UnityEngine.UIElements.EventDispatcherGate:Dispose ()
    57. 0x000001D01F0AD123 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    58. 0x000001D01F0AAAB3 (Mono JIT Code) UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    59. 0x000001D01F0AA92B (Mono JIT Code) UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    60. 0x000001D01F54941B (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    61. 0x000001D01F548EBB (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    62. 0x000001D01F548C7F (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    63. 0x000001D01F548B9B (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    64. 0x000001D01F5489FD (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    65. 0x000001D01F548AAE (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    66. 0x00007FF9695DD8C0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    67. 0x00007FF969562912 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    68. 0x00007FF96956B96F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    69. 0x00007FF72B203ED4 (Unity) scripting_method_invoke
    70. 0x00007FF72B1FD9FB (Unity) ScriptingInvocation::Invoke
    71. 0x00007FF72B1F76D5 (Unity) ScriptingInvocation::Invoke<void>
    72. 0x00007FF729ABF0FD (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    73. 0x00007FF72BD39078 (Unity) GUIView::ProcessRetainedMode
    74. 0x00007FF72C60580D (Unity) GUIView::OnInputEvent
    75. 0x00007FF72BD38FA1 (Unity) GUIView::ProcessInputEventInternal
    76. 0x00007FF72C606E59 (Unity) GUIView::ProcessEventMessages
    77. 0x00007FF72C5FFB42 (Unity) GUIView::GUIViewWndProc
    78. 0x00007FF9D513E6D8 (USER32) CallWindowProcW
    79. 0x00007FF9D513E119 (USER32) DispatchMessageW
    80. 0x00007FF72C6049F8 (Unity) MainMessageLoop
    81. 0x00007FF72C60DECE (Unity) WinMain
    82. 0x00007FF72E2D98F6 (Unity) __scrt_common_main_seh
    83. 0x00007FF9D48F7034 (KERNEL32) BaseThreadInitThunk
    84. 0x00007FF9D68BCEC1 (ntdll) RtlUserThreadStart
    85.  
    86. ========== END OF STACKTRACE ===========
    Code (CSharp):
    1. Stacktrace:
    2.  
    3.   at <unknown> <0xffffffff>
    4.   at (wrapper managed-to-native) UnityEditor.AssetDatabase.OpenAsset (int,int,int) [0x00009] in <3037c1046402403280ab8b0782ca806f>:0
    5.   at UnityEditor.AssetDatabase.OpenAsset (int,int) [0x00004] in <3037c1046402403280ab8b0782ca806f>:0
    6.   at UnityEditor.AssetDatabase.OpenAsset (int) [0x00003] in <3037c1046402403280ab8b0782ca806f>:0
    7.   at UnityEditor.ProjectBrowser.OpenAssetSelection (int[]) [0x00018] in <3037c1046402403280ab8b0782ca806f>:0
    8.   at UnityEditor.ProjectBrowser.AssetTreeItemDoubleClickedCallback (int) [0x00006] in <3037c1046402403280ab8b0782ca806f>:0
    9.   at UnityEditor.IMGUI.Controls.TreeViewController.HandleUnusedMouseEventsForItem (UnityEngine.Rect,UnityEditor.IMGUI.Controls.TreeViewItem,int) [0x000b9] in <3037c1046402403280ab8b0782ca806f>:0
    10.   at UnityEditor.IMGUI.Controls.TreeViewController.DoItemGUI (UnityEditor.IMGUI.Controls.TreeViewItem,int,single,bool) [0x00132] in <3037c1046402403280ab8b0782ca806f>:0
    11.   at UnityEditor.IMGUI.Controls.TreeViewController.IterateVisibleItems (int,int,single,bool) [0x00125] in <3037c1046402403280ab8b0782ca806f>:0
    12.   at UnityEditor.IMGUI.Controls.TreeViewController.OnGUI (UnityEngine.Rect,int) [0x002eb] in <3037c1046402403280ab8b0782ca806f>:0
    13.   at UnityEditor.ProjectBrowser.OnGUI () [0x001b9] in <3037c1046402403280ab8b0782ca806f>:0
    14.   at UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect) [0x00066] in <3037c1046402403280ab8b0782ca806f>:0
    15.   at UnityEditor.DockArea.DrawView (UnityEngine.Rect,UnityEngine.Rect) [0x00004] in <3037c1046402403280ab8b0782ca806f>:0
    16.   at UnityEditor.DockArea.OldOnGUI () [0x001a5] in <3037c1046402403280ab8b0782ca806f>:0
    17.   at UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool) [0x001d6] in <e11cddb636f444f68eec62123764f018>:0
    18.   at UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool) [0x000c8] in <e11cddb636f444f68eec62123764f018>:0
    19.   at UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event,System.Action,bool) [0x00025] in <e11cddb636f444f68eec62123764f018>:0
    20.   at UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event,bool) [0x0000a] in <e11cddb636f444f68eec62123764f018>:0
    21.   at UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool) [0x0002a] in <e11cddb636f444f68eec62123764f018>:0
    22.   at UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool) [0x00154] in <e11cddb636f444f68eec62123764f018>:0
    23.   at UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase) [0x0005d] in <e11cddb636f444f68eec62123764f018>:0
    24.   at UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase) [0x0012f] in <e11cddb636f444f68eec62123764f018>:0
    25.   at UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel) [0x00013] in <e11cddb636f444f68eec62123764f018>:0
    26.   at UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.BaseVisualElementPanel) [0x00003] in <e11cddb636f444f68eec62123764f018>:0
    27.   at UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [0x0002a] in <e11cddb636f444f68eec62123764f018>:0
    28.   at UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool) [0x00028] in <e11cddb636f444f68eec62123764f018>:0
    29.   at UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [0x00047] in <e11cddb636f444f68eec62123764f018>:0
    30.   at UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () [0x00039] in <e11cddb636f444f68eec62123764f018>:0
    31.   at UnityEngine.UIElements.EventDispatcher.OpenGate () [0x0003c] in <e11cddb636f444f68eec62123764f018>:0
    32.   at UnityEngine.UIElements.EventDispatcherGate.Dispose () [0x00007] in <e11cddb636f444f68eec62123764f018>:0
    33.   at UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [0x0011a] in <e11cddb636f444f68eec62123764f018>:0
    34.   at UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode) [0x00049] in <e11cddb636f444f68eec62123764f018>:0
    35.   at UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode) [0x0001f] in <e11cddb636f444f68eec62123764f018>:0
    36.   at UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel) [0x000e3] in <e11cddb636f444f68eec62123764f018>:0
    37.   at UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&) [0x0003f] in <e11cddb636f444f68eec62123764f018>:0
    38.   at UnityEngine.UIElements.UIEventRegistration.ProcessEvent (int,intptr) [0x0001f] in <e11cddb636f444f68eec62123764f018>:0
    39.   at UnityEngine.UIElements.UIEventRegistration/<>c.<.cctor>b__1_2 (int,intptr) [0x00003] in <e11cddb636f444f68eec62123764f018>:0
    40.   at UnityEngine.GUIUtility.ProcessEvent (int,intptr,bool&) [0x00018] in <2500dd078a544a69b6c923861af6cd15>:0
    41.   at (wrapper runtime-invoke) <Module>.runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr) [0x0002d] in <2500dd078a544a69b6c923861af6cd15>:0
    42.  
    43. =================================================================
    44. Got a SIGSEGV while executing native code. This usually indicates
    45. a fatal error in the mono runtime or one of the native libraries
    46. used by your application.
    47. =================================================================
    Followed by 9999 errors spamming the console and my entire UI broken:
    Code (CSharp):
    1. (Filename: <9577ac7a62ef43179789031239ba8798> Line: 0)
    2.  
    3. NullReferenceException: Object reference not set to an instance of an object
    4.   at System.Reflection.MethodBase.get_IsPublic () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
    5.   at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00013] in <9577ac7a62ef43179789031239ba8798>:0
    6.   at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <9577ac7a62ef43179789031239ba8798>:0
    7.   at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <9577ac7a62ef43179789031239ba8798>:0
    8.   at System.Activator.CreateInstance[T] () [0x00015] in <9577ac7a62ef43179789031239ba8798>:0
    9.   at UnityEngine.UI.ObjectPool`1[T].Get () [0x0000d] in C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Utility\ObjectPool.cs:27
    10.   at UnityEngine.UI.ListPool`1[T].Get () [0x00000] in C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Utility\ListPool.cs:15
    11.   at UnityEngine.UI.LayoutRebuilder.MarkLayoutForRebuild (UnityEngine.RectTransform rect) [0x00018] in C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Layout\LayoutRebuilder.cs:174
    12.   at UnityEngine.UI.LayoutRebuilder.ReapplyDrivenProperties (UnityEngine.RectTransform driven) [0x00000] in C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Layout\LayoutRebuilder.cs:41
    13.   at UnityEngine.RectTransform.SendReapplyDrivenProperties (UnityEngine.RectTransform driven) [0x0000a] in <052502435982472d92da7f939c7f8164>:0
    14. UnityEditor.EditorApplication:FileMenuNewScene()
    15. UnityEditor.EditorApplication:FireFileMenuNewScene()
     
  3. Per-Morten

    Per-Morten

    Joined:
    Aug 23, 2019
    Posts:
    119
    We've been experiencing crashes that looks a lot like this in 2019.4 since early September, and have been collecting stack traces ever since they started to happen fairly regularly. The plan was to report the issue once we had more data (and the time to write a proper report). Interesting to see that it's happening to more people.
    Here's some of our stack traces, we have lots more if anyone at Unity is interested. These crashes happen daily. We think it's happening mainly during domain reloads, as it happens mostly when we have modified scripts, or press play after having made changes to a scene/gameobjects.

    Code (CSharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3. 0x00007FF671F04065 (Unity) GetOrCreateObjectStoredInField
    4. 0x00007FF671F031CE (Unity) LinearCollectionField::LinearCollectionField
    5. 0x00007FF671EDD6BF (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    6. 0x00007FF66F3A443B (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF671F01190 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    8. 0x00007FF66F3A443B (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    9. 0x00007FF671F01190 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    10. 0x00007FF66F3A443B (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    11. 0x00007FF670539B37 (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    12. 0x00007FF6705499B3 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    13. 0x00007FF671E7FA18 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    14. 0x00007FF671F1EA2A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    15. 0x00007FF671E7FF50 (Unity) MonoManager::BeginReloadAssembly
    16. 0x00007FF671E88693 (Unity) MonoManager::ReloadAssembly
    17. 0x00007FF670292933 (Unity) ReloadAllUsedAssemblies
    18. 0x00007FF67026FC60 (Unity) EditorSceneManager::RestoreSceneBackups
    19. 0x00007FF66FCD5D34 (Unity) PlayerLoopController::EnterPlayMode
    20. 0x00007FF66FCE8495 (Unity) PlayerLoopController::SetIsPlaying
    21. 0x00007FF66FCEB172 (Unity) Application::TickTimer
    22. 0x00007FF6706569BE (Unity) MainMessageLoop
    23. 0x00007FF670660C18 (Unity) WinMain
    24. 0x00007FF673668252 (Unity) __scrt_common_main_seh
    25. 0x00007FF9C97D6FD4 (KERNEL32) BaseThreadInitThunk
    26. 0x00007FF9C9E3CEC1 (ntdll) RtlUserThreadStart
    27. ========== END OF STACKTRACE ===========
    28.  
    Code (CSharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3. 0x00007FF61CDA1D45 (Unity) GetOrCreateObjectStoredInField
    4. 0x00007FF61CDA0EAE (Unity) LinearCollectionField::LinearCollectionField
    5. 0x00007FF61CD7B39F (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    6. 0x00007FF61A234BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF61CD9EE70 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    8. 0x00007FF61A234BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    9. 0x00007FF61CD9EE70 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    10. 0x00007FF61A234BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    11. 0x00007FF61B3CF987 (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    12. 0x00007FF61B3DF8FE (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    13. 0x00007FF61CD1D6F8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    14. 0x00007FF61CDBC70A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    15. 0x00007FF61CD1DC30 (Unity) MonoManager::BeginReloadAssembly
    16. 0x00007FF61CD26373 (Unity) MonoManager::ReloadAssembly
    17. 0x00007FF61B128593 (Unity) ReloadAllUsedAssemblies
    18. 0x00007FF61B63ECC9 (Unity) ImportAndPostprocessOutOfDateAssets
    19. 0x00007FF61B64691B (Unity) RefreshInternalV2
    20. 0x00007FF61B649596 (Unity) StopAssetImportingV2
    21. 0x00007FF61B647146 (Unity) RefreshV2
    22. 0x00007FF61B569801 (Unity) AssetDatabase::Refresh
    23. 0x00007FF61AB63841 (Unity) Application::AutoRefresh
    24. 0x00007FF61B4E4240 (Unity) ContainerWindow::ContainerWndProc
    25. 0x00007FFC186BE6D8 (USER32) CallWindowProcW
    26. 0x00007FFC186BE25C (USER32) DispatchMessageW
    27. 0x00007FFC186D0A43 (USER32) SendMessageTimeoutW
    28. 0x00007FFC19AEFBC4 (ntdll) KiUserCallbackDispatcher
    29. 0x00007FFC17241124 (win32u) NtUserMessageCall
    30. 0x00007FFC186BC975 (USER32) GetWindowTextW
    31. 0x00007FFC186BC12F (USER32) IsIconic
    32. 0x00007FFC148D9C02 (uxtheme) OpenThemeData
    33. 0x00007FFC148F39E7 (uxtheme) Ordinal96
    34. 0x00007FFC148DD819 (uxtheme) Ordinal132
    35. 0x00007FFC148DD281 (uxtheme) Ordinal132
    36. 0x00007FFC186BC663 (USER32) GetWindowTextW
    37. 0x00007FF61B4E452C (Unity) ContainerWindow::ContainerWndProc
    38. 0x00007FFC186BE6D8 (USER32) CallWindowProcW
    39. 0x00007FFC186BE119 (USER32) DispatchMessageW
    40. 0x00007FF61B4EE0D6 (Unity) MainMessageLoop
    41. 0x00007FF61B4F8398 (Unity) WinMain
    42. 0x00007FF61E506542 (Unity) __scrt_common_main_seh
    43. 0x00007FFC17B67034 (KERNEL32) BaseThreadInitThunk
    44. 0x00007FFC19A9CEC1 (ntdll) RtlUserThreadStart
    45. ========== END OF STACKTRACE ===========
    46.  
    Code (CSharp):
    1.  
    2. 0x00007FF75C496297 (Unity) DynamicHeapAllocator::Allocate
    3. 0x00007FF75C48CA7A (Unity) DualThreadAllocator<DynamicHeapAllocator>::Allocate
    4. 0x00007FF75C47493A (Unity) MemoryManager::Allocate
    5. 0x00007FF75C47AFF4 (Unity) MemoryManager::Reallocate
    6. 0x00007FF75C489D98 (Unity) realloc_internal
    7. 0x00007FF75A7A5674 (Unity) dynamic_array_detail::dynamic_array_data::reallocate
    8. 0x00007FF75D091896 (Unity) dynamic_array_detail::dynamic_array_data::resize_buffer
    9. 0x00007FF75A6F2DA8 (Unity) dynamic_array<KeyframeTpl<float>,0>::resize_buffer_nocheck
    10. 0x00007FF75A6F261D (Unity) dynamic_array<KeyframeTpl<float>,0>::assign
    11. 0x00007FF75D33D7EB (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<AnimationCurveTpl<float> > >
    12. 0x00007FF75D35FD64 (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,AnimationCurveTpl<float>,0>
    13. 0x00007FF75A7F4BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    14. 0x00007FF75B98FD57 (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    15. 0x00007FF75B99FBD3 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    16. 0x00007FF75D2DD6F8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    17. 0x00007FF75D37C70A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    18. 0x00007FF75D2DDC30 (Unity) MonoManager::BeginReloadAssembly
    19. 0x00007FF75D2E6373 (Unity) MonoManager::ReloadAssembly
    20. 0x00007FF75B6E8593 (Unity) ReloadAllUsedAssemblies
    21. 0x00007FF75B6C58C0 (Unity) EditorSceneManager::RestoreSceneBackups
    22. 0x00007FF75B127544 (Unity) PlayerLoopController::EnterPlayMode
    23. 0x00007FF75B139CB5 (Unity) PlayerLoopController::SetIsPlaying
    24. 0x00007FF75B13C992 (Unity) Application::TickTimer
    25. 0x00007FF75BAAE1C0 (Unity) MainMessageLoop
    26. 0x00007FF75BAB8398 (Unity) WinMain
    27. 0x00007FF75EAC6542 (Unity) __scrt_common_main_seh
    28. 0x00007FFC57927034 (KERNEL32) BaseThreadInitThunk
    29. 0x00007FFC5923CEC1 (ntdll) RtlUserThreadStart
    30.  
    Code (CSharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3.  
    4. 0x00007FF632921D45 (Unity) GetOrCreateObjectStoredInField
    5. 0x00007FF632920EAE (Unity) LinearCollectionField::LinearCollectionField
    6. 0x00007FF6328FB39F (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    7. 0x00007FF62FDB4BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    8. 0x00007FF63291EE70 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    9. 0x00007FF62FDB4BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    10. 0x00007FF63291EE70 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    11. 0x00007FF62FDB4BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    12. 0x00007FF630F4FD57 (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    13. 0x00007FF630F5FBD3 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    14. 0x00007FF63289D6F8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    15. 0x00007FF63293C70A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    16. 0x00007FF63289DC30 (Unity) MonoManager::BeginReloadAssembly
    17. 0x00007FF6328A6373 (Unity) MonoManager::ReloadAssembly
    18. 0x00007FF630CA8593 (Unity) ReloadAllUsedAssemblies
    19. 0x00007FF630C858C0 (Unity) EditorSceneManager::RestoreSceneBackups
    20. 0x00007FF6306E7544 (Unity) PlayerLoopController::EnterPlayMode
    21. 0x00007FF6306F9CB5 (Unity) PlayerLoopController::SetIsPlaying
    22. 0x00007FF6306FC992 (Unity) Application::TickTimer
    23. 0x00007FF63106E1C0 (Unity) MainMessageLoop
    24. 0x00007FF631078398 (Unity) WinMain
    25. 0x00007FF634086542 (Unity) __scrt_common_main_seh
    26. 0x00007FF90F747BD4 (KERNEL32) BaseThreadInitThunk
    27. 0x00007FF90FC6CED1 (ntdll) RtlUserThreadStart
    28.  
    29. ========== END OF STACKTRACE ===========
    30.  
    Code (CSharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3.  
    4. 0x00007FF6328FD661 (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<RectOffset> >
    5. 0x00007FF63291FC94 (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,RectOffset,0>
    6. 0x00007FF62FDB4BDB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF630F4FD57 (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    8. 0x00007FF630F5FBD3 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    9. 0x00007FF63289D6F8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    10. 0x00007FF63293C70A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    11. 0x00007FF63289DC30 (Unity) MonoManager::BeginReloadAssembly
    12. 0x00007FF6328A6373 (Unity) MonoManager::ReloadAssembly
    13. 0x00007FF630CA8593 (Unity) ReloadAllUsedAssemblies
    14. 0x00007FF630C858C0 (Unity) EditorSceneManager::RestoreSceneBackups
    15. 0x00007FF6306E7544 (Unity) PlayerLoopController::EnterPlayMode
    16. 0x00007FF6306F9CB5 (Unity) PlayerLoopController::SetIsPlaying
    17. 0x00007FF6306FC992 (Unity) Application::TickTimer
    18. 0x00007FF63106E1C0 (Unity) MainMessageLoop
    19. 0x00007FF631078398 (Unity) WinMain
    20. 0x00007FF634086542 (Unity) __scrt_common_main_seh
    21. 0x00007FF90F747BD4 (KERNEL32) BaseThreadInitThunk
    22. 0x00007FF90FC6CED1 (ntdll) RtlUserThreadStart
    23.  
    24. ========== END OF STACKTRACE ===========
    25.  
     
    avataris-io likes this.
  4. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    YES. I have these exact stack traces too
     
  5. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Was just playing the game as usual. Switched to Visual Studio to make edits. Game crashed in background

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF88338C572 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\unity-liveness.c:202] mono_add_process_object
    4. 0x00007FF88338C93B (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\unity-liveness.c:379] mono_traverse_array
    5. 0x00007FF88338CD4B (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\unity-liveness.c:321] mono_traverse_objects
    6. 0x00007FF88338CFC1 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\unity-liveness.c:549] mono_unity_liveness_calculation_from_root
    7. 0x00007FF65EC37869 (Unity) MarkDependencies
    8. 0x00007FF65EC34283 (Unity) GarbageCollectSharedAssets
    9. 0x00007FF65EC9CC16 (Unity) UnloadUnusedAssetsOperation::IntegrateMainThread
    10. 0x00007FF65ECA03EC (Unity) PreloadManager::UpdatePreloadingSingleStep
    11. 0x00007FF65ECA0CDF (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
    12. 0x00007FF65EC9FD64 (Unity) UnloadUnusedAssetsImmediate
    13. 0x00007FF65FD0BAE6 (Unity) EditorAssetGarbageCollectManager::GarbageCollectIfHighMemoryUsage
    14. 0x00007FF65FEE294A (Unity) Application::TickTimer
    15. 0x00007FF6606E4B34 (Unity) MainMessageLoop
    16. 0x00007FF6606EDECE (Unity) WinMain
    17. 0x00007FF6623B98F6 (Unity) __scrt_common_main_seh
    18. 0x00007FF8F0FC7034 (KERNEL32) BaseThreadInitThunk
    19. 0x00007FF8F121CEC1 (ntdll) RtlUserThreadStart
    20.  
    21. ========== END OF STACKTRACE ===========
     
  6. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    3 crashes today. Something is very wrong

    fatal.png
     
    florianhanke likes this.
  7. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,325
    You both are getting a Quest 2
    (if you log them bugs)
     
  8. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Reproduction:
    Use Unity for 8 hours a day, 5 days a week.
     
  9. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    438
    You mean crashes like these?

    Code (CSharp):
    1. 0x00007FF7108DAC67 (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<RectOffset> >
    2. 0x00007FF7108FEDAB (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,RectOffset,0>
    3. 0x00007FF70F3384DB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    4. 0x00007FF71040548C (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    5. 0x00007FF7104173BD (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    6. 0x00007FF710876818 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    7. 0x00007FF71091DA03 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    8. 0x00007FF710876DE2 (Unity) MonoManager::BeginReloadAssembly
    9. 0x00007FF71087F665 (Unity) MonoManager::ReloadAssembly
    10. 0x00007FF711A1A003 (Unity) ReloadAllUsedAssemblies
    11. 0x00007FF711DE7E47 (Unity) ImportAndPostprocessOutOfDateAssets
    12. 0x00007FF711DEF4FC (Unity) RefreshInternalV2
    13. 0x00007FF711DF2EBB (Unity) StopAssetImportingV2
    14. 0x00007FF711DF03C4 (Unity) RefreshV2
    15. 0x00007FF711D580A4 (Unity) AssetDatabase::Refresh
    16. 0x00007FF711499B7F (Unity) Application::AutoRefresh
    17. 0x00007FF711CADD52 (Unity) ContainerWindow::ContainerWndProc
    18. 0x00007FFACCDE5C1D (USER32) CallWindowProcW
    19. 0x00007FFACCDE57EC (USER32) DispatchMessageW
    20. 0x00007FFACCDF1F83 (USER32) IsWindowVisible
    21. 0x00007FFACED1FE34 (ntdll) KiUserCallbackDispatcher
    22. 0x00007FFACC4110C4 (win32u) NtUserPeekMessage
    23. 0x00007FFACCDE94F2 (USER32) PeekMessageW
    24. 0x00007FFACCDE9AE9 (USER32) PeekMessageA
    25. 0x00007FF711CB7A33 (Unity) MainMessageLoop
    26. 0x00007FF711CC104E (Unity) WinMain
    27. 0x00007FF71398C9F6 (Unity) __scrt_common_main_seh
    28. 0x00007FFACDE87C24 (KERNEL32) BaseThreadInitThunk
    29. 0x00007FFACECECEA1 (ntdll) RtlUserThreadStart
    30.  
    Code (CSharp):
    1. 0x00007FF7108B4CFF (Unity) scripting_object_get_class
    2. 0x00007FF7108E5992 (Unity) StreamedBinaryWrite::TransferSTLStyleArray<ArrayOfManagedObjectsTransferer>
    3. 0x00007FF7108FE001 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,1>
    4. 0x00007FF7108D8B3C (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    5. 0x00007FF70F3384DB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    6. 0x00007FF7108FDF06 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
    7. 0x00007FF70F3384DB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    8. 0x00007FF7108FDF06 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
    9. 0x00007FF70F3384DB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    10. 0x00007FF71040548C (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    11. 0x00007FF7104173BD (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    12. 0x00007FF710876818 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    13. 0x00007FF71091DA03 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    14. 0x00007FF710876DE2 (Unity) MonoManager::BeginReloadAssembly
    15. 0x00007FF71087F665 (Unity) MonoManager::ReloadAssembly
    16. 0x00007FF711A1A003 (Unity) ReloadAllUsedAssemblies
    17. 0x00007FF7114B25CC (Unity) Application::TickTimer
    18. 0x00007FF711CB7CB4 (Unity) MainMessageLoop
    19. 0x00007FF711CC104E (Unity) WinMain
    20. 0x00007FF71398C9F6 (Unity) __scrt_common_main_seh
    21. 0x00007FFACDE87C24 (KERNEL32) BaseThreadInitThunk
    22. 0x00007FFACECECEA1 (ntdll) RtlUserThreadStart
    23.  
    I get them regularly. I'm lucky if I can work for more than an hour without crashing.
    The above is not even from 2020.2 it is from 2020.1.11f1, but these kind of crashes started to happen since 2019.1 and never really got better ever since.

    I can't open bugs because no repro except you have to use the editor, and I'm told that the crash reports are auto-uploaded anyway.

    This is probably the biggest usability issue in Unity for me.
     
  10. print_helloworld

    print_helloworld

    Joined:
    Nov 14, 2016
    Posts:
    231
    I mean it doesnt take much to figure out what the crashes are related to, but I dont know how these could be reproduced if they happen so "randomly". I've been using reference serialization for a long time now and I haven't had anything of the sort thus far.

    From CDFs stack trace, it looks like it happens on a prefab or an SO asset that has a serialized reference.
     
  11. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Can't test built Addressables in Editor either. Hard crash

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF7882917B4 (Unity) Sprite::Transfer<StreamedBinaryRead>
    4. 0x00007FF78829AF2F (Unity) Sprite::VirtualRedirectTransfer
    5. 0x00007FF788C6C937 (Unity) SerializedFile::ReadObject
    6. 0x00007FF788C34959 (Unity) PersistentManager::ReadAndActivateObjectThreaded
    7. 0x00007FF788C329C6 (Unity) PersistentManager::LoadObjectsThreaded
    8. 0x00007FF78855D646 (Unity) LoadOperation::Perform
    9. 0x00007FF7878CF0D6 (Unity) AssetBundleLoadAssetOperation::Perform
    10. 0x00007FF78855ED06 (Unity) PreloadManager::ProcessSingleOperation
    11. 0x00007FF78855F336 (Unity) PreloadManager::Run
    12. 0x00007FF7889E96E0 (Unity) Thread::RunThreadWrapper
    13. 0x00007FF859337034 (KERNEL32) BaseThreadInitThunk
    14. 0x00007FF85975CEC1 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
     
  12. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Was just writing code in Visual Studio. Unity crashed in background.

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF7D78DA279 (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<AnimationCurveTpl<float> > >
    4. 0x00007FF7D78FE2BB (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,AnimationCurveTpl<float>,0>
    5. 0x00007FF7D6337FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    6. 0x00007FF7D740495C (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    7. 0x00007FF7D741688D (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    8. 0x00007FF7D7875CE8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    9. 0x00007FF7D791CED3 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    10. 0x00007FF7D78762B2 (Unity) MonoManager::BeginReloadAssembly
    11. 0x00007FF7D787EB35 (Unity) MonoManager::ReloadAssembly
    12. 0x00007FF7D8A19343 (Unity) ReloadAllUsedAssemblies
    13. 0x00007FF7D84B18DC (Unity) Application::TickTimer
    14. 0x00007FF7D8CB4B34 (Unity) MainMessageLoop
    15. 0x00007FF7D8CBDECE (Unity) WinMain
    16. 0x00007FF7DA9898F6 (Unity) __scrt_common_main_seh
    17. 0x00007FFF226E7034 (KERNEL32) BaseThreadInitThunk
    18. 0x00007FFF22C1CEC1 (ntdll) RtlUserThreadStart
    19.  
    20. ========== END OF STACKTRACE ===========
     
  13. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Aaand, 5 mins later another one

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF7D78DA137 (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<RectOffset> >
    4. 0x00007FF7D78FE27B (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,RectOffset,0>
    5. 0x00007FF7D6337FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    6. 0x00007FF7D7404CDC (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    7. 0x00007FF7D7416A9A (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    8. 0x00007FF7D7875CE8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    9. 0x00007FF7D791CED3 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    10. 0x00007FF7D78762B2 (Unity) MonoManager::BeginReloadAssembly
    11. 0x00007FF7D787EB35 (Unity) MonoManager::ReloadAssembly
    12. 0x00007FF7D8A19343 (Unity) ReloadAllUsedAssemblies
    13. 0x00007FF7D89F7683 (Unity) EditorSceneManager::RestoreSceneBackups
    14. 0x00007FF7D849C6B5 (Unity) PlayerLoopController::EnterPlayMode
    15. 0x00007FF7D84AF2F9 (Unity) PlayerLoopController::SetIsPlaying
    16. 0x00007FF7D84B1861 (Unity) Application::TickTimer
    17. 0x00007FF7D8CB4B34 (Unity) MainMessageLoop
    18. 0x00007FF7D8CBDECE (Unity) WinMain
    19. 0x00007FF7DA9898F6 (Unity) __scrt_common_main_seh
    20. 0x00007FFF226E7034 (KERNEL32) BaseThreadInitThunk
    21. 0x00007FFF22C1CEC1 (ntdll) RtlUserThreadStart
    22.  
    23. ========== END OF STACKTRACE ===========
     
  14. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    Can you isolate the problem? Is it caused by a specific asset or scene? Can you reproduce these crashes with any project? The callstack often contains something with serialization, perhaps you can trigger the crash by reimporting specific assets?
     
  15. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    I cannot reliably reproduce.
    The stack trace does not indicate or hint where the issue may be occurring and what asset/s might be involved.
    If it did, that would be great and I could isolate.

    It's seemingly random, but usually after some asset refresh/script compile/enter or exit play mode the crashes occur.
     
  16. print_helloworld

    print_helloworld

    Joined:
    Nov 14, 2016
    Posts:
    231
    That sounds like its happening when the editor decides to save & write to disk, with assets that utilize serialized reference
     
  17. runner78

    runner78

    Joined:
    Mar 14, 2015
    Posts:
    792
    A hardware problem? Have you tried another hard drive for install/Project?
     
  18. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,724
    Nah, Unity crashes multiple times per day even on LTS if you use it a lot, so I don't think the culprit for a beta crashing is hardware issue.

    Unity just crashes a lot.
     
    astechnolabs and avataris-io like this.
  19. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    I work with a team of about 10 people. We're all experiencing crashes on a daily basis. So not specifc to my machine.

    One of my colleagues PC was crashing because of a windows media video issue. At least that was easy to track down. The fix though... Disable all videos on his machine
     
  20. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    I am using serialized references in the project. So that's probably got something to do with it. Refactoring all that code though is not an option at this point.

    Serialize Reference should just work correctly.

    Quite concerning that there are still fundamental issues with it. like refactoring a class name or asmdef that is used/uses serialize references.

    You have to manually edit the yaml meta to fix. Not exactly what I would call production ready
     
  21. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    What I was trying to suggest is to see if you can find the culprit :)

    If it's related to serialization/deserialization, I would write an editor script that marks an asset dirty, prints its path and calls save assets / import. Run this code against every asset in the project. If it crashes, you see in the editor.log the path of that asset that caused the crash.
     
  22. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Ah yeah I can try that.

    I do delete the Library folder from time to time, which is a whole other issue...
    For whatever reason, unity just decides to corrupt object references on some objects. Even though the asset yaml says otherwise.

    Only way to fix is full reimport.

    Doing so hasn't caused any crashes yet. But would assume it would if the crash was related to some specific asset.

    Anyway, I'll try this out later and report back
     
    Peter77 likes this.
  23. kite3h

    kite3h

    Joined:
    Aug 27, 2012
    Posts:
    196
    In my case, it crashes a lot while building.
     
    astechnolabs likes this.
  24. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    Have you looked at the editor.log, after a crash, if it shows what's causing the issue? Perhaps attach the editor.log here?
     
  25. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    438
    Just in from 2020.2.0b10

    Happened during asset import on our build machine (BatchMode)

    And the most useless stack trace award goes to:

    Code (CSharp):
    1. Stack Trace of Crashed Thread 16628:
    2. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF626136B3A)
    3. 0x00007FF626136B3A (Unity) (function-name not available)
    4. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF625F757F7)
    5. 0x00007FF625F757F7 (Unity) (function-name not available)
    6. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62948658A)
    7. 0x00007FF62948658A (Unity) (function-name not available)
    8. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF629840E59)
    9. 0x00007FF629840E59 (Unity) (function-name not available)
    10. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF629454258)
    11. 0x00007FF629454258 (Unity) (function-name not available)
    12. 0x00007FFA87BC121F (ntdll) _chkstk
    13. 0x00007FFA87B8A259 (ntdll) RtlRaiseException
    14. 0x00007FFA87BBFE8E (ntdll) KiUserExceptionDispatcher
    15. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF624616BC0)
    16. 0x00007FF624616BC0 (Unity) (function-name not available)
    17. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62505CBD9)
    18. 0x00007FF62505CBD9 (Unity) (function-name not available)
    19. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF625058121)
    20. 0x00007FF625058121 (Unity) (function-name not available)
    21. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF625611C40)
    22. 0x00007FF625611C40 (Unity) (function-name not available)
    23. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62560E3BD)
    24. 0x00007FF62560E3BD (Unity) (function-name not available)
    25. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6260C2723)
    26. 0x00007FF6260C2723 (Unity) (function-name not available)
    27. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6260C30E2)
    28. 0x00007FF6260C30E2 (Unity) (function-name not available)
    29. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6260C325A)
    30. 0x00007FF6260C325A (Unity) (function-name not available)
    31. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62605268E)
    32. 0x00007FF62605268E (Unity) (function-name not available)
    33. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF626052E77)
    34. 0x00007FF626052E77 (Unity) (function-name not available)
    35. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF626056403)
    36. 0x00007FF626056403 (Unity) (function-name not available)
    37. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6246BE4A6)
    38. 0x00007FF6246BE4A6 (Unity) (function-name not available)
    39. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF627841EFD)
    40. 0x00007FF627841EFD (Unity) (function-name not available)
    41. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6277C37EB)
    42. 0x00007FF6277C37EB (Unity) (function-name not available)
    43. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6277CCB60)
    44. 0x00007FF6277CCB60 (Unity) (function-name not available)
    45. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6277CB8C3)
    46. 0x00007FF6277CB8C3 (Unity) (function-name not available)
    47. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6277AE7CD)
    48. 0x00007FF6277AE7CD (Unity) (function-name not available)
    49. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6277AD97A)
    50. 0x00007FF6277AD97A (Unity) (function-name not available)
    51. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF627769C09)
    52. 0x00007FF627769C09 (Unity) (function-name not available)
    53. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF627773E6E)
    54. 0x00007FF627773E6E (Unity) (function-name not available)
    55. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62777A836)
    56. 0x00007FF62777A836 (Unity) (function-name not available)
    57. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF627774DD9)
    58. 0x00007FF627774DD9 (Unity) (function-name not available)
    59. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6276E0E4E)
    60. 0x00007FF6276E0E4E (Unity) (function-name not available)
    61. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF626CA0ACA)
    62. 0x00007FF626CA0ACA (Unity) (function-name not available)
    63. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF62760BEB2)
    64. 0x00007FF62760BEB2 (Unity) (function-name not available)
    65. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6294311B6)
    66. 0x00007FF6294311B6 (Unity) (function-name not available)
    67. 0x00007FFA85BE7C24 (KERNEL32) BaseThreadInitThunk
    68. 0x00007FFA87B8CEA1 (ntdll) RtlUserThreadStart
    69.  
     
  26. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,325
    I've had that happen a lot but I use Maya so...
     
  27. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    New week, new crash
    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF60971EE38 (Unity) Transfer_UnityEngineObject<StreamedBinaryWrite,0>
    4. 0x00007FF608157FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    5. 0x00007FF609224CDC (Unity) TransferScriptingObject<StreamedBinaryWrite,0>
    6. 0x00007FF609222429 (Unity) SerializableManagedRefTransfer::Transfer<SerializableManagedRefBackupGenerator>
    7. 0x00007FF6097CE648 (Unity) WriteObjectToVector
    8. 0x00007FF60A7808BD (Unity) CachedPrefabPPtrRemapper::GetCachedPrefabSourceObjectData
    9. 0x00007FF60A7BBC13 (Unity) ApplyPrefabStateAndPropertyModificationsToObjects
    10. 0x00007FF60A7C9EBB (Unity) MergePrefabChanges
    11. 0x00007FF60A7888F1 (Unity) MergePrefabInternal
    12. 0x00007FF60A78687D (Unity) MergeAllPrefabInstancesDuringLoad
    13. 0x00007FF60908B732 (Unity) LoadSceneOperation::CompleteAwakeSequence
    14. 0x00007FF60908BB03 (Unity) LoadSceneOperation::CompletePreloadManagerLoadSceneEditor
    15. 0x00007FF60908CA09 (Unity) LoadSceneOperation::IntegrateMainThread
    16. 0x00007FF6090903EC (Unity) PreloadManager::UpdatePreloadingSingleStep
    17. 0x00007FF609090CDF (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete
    18. 0x00007FF60A817E75 (Unity) EditorSceneManager::RestoreSceneBackups
    19. 0x00007FF60A2BCA0C (Unity) PlayerLoopController::ExitPlayMode
    20. 0x00007FF60A2CF303 (Unity) PlayerLoopController::SetIsPlaying
    21. 0x00007FF60A2D283E (Unity) Application::TickTimer
    22. 0x00007FF60AAD4B34 (Unity) MainMessageLoop
    23. 0x00007FF60AADDECE (Unity) WinMain
    24. 0x00007FF60C7A98F6 (Unity) __scrt_common_main_seh
    25. 0x00007FF95A2F7034 (KERNEL32) BaseThreadInitThunk
    26. 0x00007FF95AE9CEC1 (ntdll) RtlUserThreadStart
    27.  
    28. ========== END OF STACKTRACE ===========
     
  28. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Seriously. 3 mins later
    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x000002419CE94C88 (Mono JIT Code) [C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Graphic.cs:852] UnityEngine.UI.Graphic:OnValidate ()
    4. 0x000002419CE94C03 (Mono JIT Code) [C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\MaskableGraphic.cs:187] UnityEngine.UI.MaskableGraphic:OnValidate ()
    5. 0x000002419CE94AF3 (Mono JIT Code) [C:\Program Files\Unity\Hub\Editor\2020.1.10f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\Image.cs:1881] UnityEngine.UI.Image:OnValidate ()
    6. 0x00000242514293A0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    7. 0x00007FF8EC86D8C0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    8. 0x00007FF8EC7F2912 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    9. 0x00007FF8EC7FB96F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    10. 0x00007FF6096D3ED4 (Unity) scripting_method_invoke
    11. 0x00007FF6096CD9FB (Unity) ScriptingInvocation::Invoke
    12. 0x00007FF6096CDCBE (Unity) ScriptingInvocation::InvokeChecked
    13. 0x00007FF60973D223 (Unity) SerializableManagedRef::CallMethod
    14. 0x00007FF609696EF0 (Unity) MonoBehaviour::CheckConsistency
    15. 0x00007FF609695914 (Unity) MonoBehaviour::AwakeAfterRestoreFromBackup
    16. 0x00007FF60973CC72 (Unity) SerializableManagedRefsUtilities::AwakeInstancesAfterBackupRestoration
    17. 0x00007FF6096985BD (Unity) MonoManager::EndReloadAssembly
    18. 0x00007FF60969EC29 (Unity) MonoManager::ReloadAssembly
    19. 0x00007FF60A839343 (Unity) ReloadAllUsedAssemblies
    20. 0x00007FF60A2D18DC (Unity) Application::TickTimer
    21. 0x00007FF60AAD4B34 (Unity) MainMessageLoop
    22. 0x00007FF60AADDECE (Unity) WinMain
    23. 0x00007FF60C7A98F6 (Unity) __scrt_common_main_seh
    24. 0x00007FF95A2F7034 (KERNEL32) BaseThreadInitThunk
    25. 0x00007FF95AE9CEC1 (ntdll) RtlUserThreadStart
    26.  
    27. ========== END OF STACKTRACE ===========
     
  29. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF6096F8D70 (Unity) TransferField_NonArray<RemapPPtrTransfer,Converter_UnityEngineObject>
    4. 0x00007FF60971E962 (Unity) Transfer_UnityEngineObject<RemapPPtrTransfer,0>
    5. 0x00007FF608157FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    6. 0x00007FF609223EA6 (Unity) TransferScriptingObject<RemapPPtrTransfer,0>
    7. 0x00007FF609221FCA (Unity) SerializableManagedRefTransfer::Transfer<SerializableManagedRefBackupGenerator>
    8. 0x00007FF60A4204F1 (Unity) CollectSaveSceneDependencies::CollectWithRoots
    9. 0x00007FF60A41F5EC (Unity) CollectUsedSceneObjects
    10. 0x00007FF60A41EE19 (Unity) CollectAllSceneManagerAndObjectIDs
    11. 0x00007FF60A41D17F (Unity) CalculateAllLevelManagersAndUsedSceneObjects
    12. 0x00007FF60A43C896 (Unity) SaveScene
    13. 0x00007FF60A81C31F (Unity) EditorSceneManager::SerializeSceneIntoFile
    14. 0x00007FF60A80E9A1 (Unity) EditorSceneManager::BackupScenesFromSceneManager
    15. 0x00007FF60A2BC5B1 (Unity) PlayerLoopController::EnterPlayMode
    16. 0x00007FF60A2CF2F9 (Unity) PlayerLoopController::SetIsPlaying
    17. 0x00007FF60A2D283E (Unity) Application::TickTimer
    18. 0x00007FF60AAD4B34 (Unity) MainMessageLoop
    19. 0x00007FF60AADDECE (Unity) WinMain
    20. 0x00007FF60C7A98F6 (Unity) __scrt_common_main_seh
    21. 0x00007FF95A2F7034 (KERNEL32) BaseThreadInitThunk
    22. 0x00007FF95AE9CEC1 (ntdll) RtlUserThreadStart
    23.  
    24. ========== END OF STACKTRACE ===========
     
  30. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,333
    Looks like there's SerializedReference handling in all of those.

    I'd suggest creating a bug report and getting a conversation going with QA. We had daily crashing like this back in 2016, and it took sending the project to QA and some aggressive project stripping to figure out what the hell was going on.

    It ends up being worthwhile to spend a lot of time on fixing it. When the editor crashes that much, you don't get anything done just out of pure frustration and lack of motivation.
     
  31. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,751
    This is why I stay the hell away from any new Unity features which involve assets or serialization for at least three years worth of releases.

    The number of potential unforeseen situations in the wild is far beyond Unity's internal synthetic test processes capabilities, and when those features break they can break entire projects.

    This is yet another case for why Unity should have internal teams making high complexity games. Someone inside Unity's office with full access to the Unity source can plug a debugger into the crash and call an engineer to look at it right away, instead of struggling to appease the QA gatekeepers.
     
    Last edited: Nov 10, 2020
  32. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,135
    Hi,

    What @Baste said is on point. If you're affected by crashes like these and it's at all possible, please reach out via a bug report so we can work with you on reproducing/identifying the issue.

    We currently have one lead which we're investigating that could be related to the crashes you're experiencing, but it's very hard to reproduce and there's no guaranteed way of telling whether it's the same problem you're encountering.
     
  33. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    438
    Looks like SerializedReference indeed.

    This stack trace is different but SerializableManagedRef is in it like some of the others.

    The interesting thing is that Unity wasn't even in focus, I was just typing in Rider...
    And I wasn't working on code that use SerializedReference (but we use it in our codebase)

    Code (CSharp):
    1. 0x00007ff79cc298fb (Unity) LinearCollectionField::LinearCollectionField
    2. 0x00007ff79cc018ef (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    3. 0x00007ff79b46c3d6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    4. 0x00007ff79cc27882 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    5. 0x00007ff79b46c3d6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    6. 0x00007ff79cc27882 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    7. 0x00007ff79b46c3d6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    8. 0x00007ff79c6d0511 (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    9. 0x00007ff79c6e2251 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    10. 0x00007ff79cb8feee (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    11. 0x00007ff79cc4a47f (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    12. 0x00007ff79cb90398 (Unity) MonoManager::BeginReloadAssembly
    13. 0x00007ff79cb99535 (Unity) MonoManager::ReloadAssembly
    14. 0x00007ff79df32361 (Unity) ReloadAllUsedAssemblies
    15. 0x00007ff79d8cec68 (Unity) Application::TickTimer
    16. 0x00007ff79e22821f (Unity) MainMessageLoop
    17. 0x00007ff79e22c181 (Unity) WinMain
    18. 0x00007ff7a00511b6 (Unity) __scrt_common_main_seh
    19. 0x00007ffb76ba7c24 (KERNEL32) BaseThreadInitThunk
    20. 0x00007ffb773acea1 (ntdll) RtlUserThreadStart
    21.  
     
  34. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,751
    Even if Unity is not in focus, if you are editing scripts on the side it will re-compile them and reload the assemblies, which also triggers re-loading objects currently referenced in the editor.
     
  35. Kamyker

    Kamyker

    Joined:
    May 14, 2013
    Posts:
    1,087
    Commented out SerializeField and also crashed:
    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF6298C1988 (Unity) TransferField_LinearCollection<ReportScriptingObjectsTransfer>
    4. 0x00007FF62812C3D6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    5. 0x00007FF6298E7882 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    6. 0x00007FF62812C3D6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF6298E7882 (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    8. 0x00007FF62812C3D6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    9. 0x00007FF629390511 (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    10. 0x00007FF6293A2251 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    11. 0x00007FF62984FEEE (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    12. 0x00007FF62990A47F (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    13. 0x00007FF629850398 (Unity) MonoManager::BeginReloadAssembly
    14. 0x00007FF629859535 (Unity) MonoManager::ReloadAssembly
    15. 0x00007FF62ABF2361 (Unity) ReloadAllUsedAssemblies
    16. 0x00007FF62B04998D (Unity) ImportAndPostprocessOutOfDateAssets
    17. 0x00007FF62B053E6E (Unity) RefreshInternalV2
    18. 0x00007FF62B05A836 (Unity) StopAssetImportingV2
    19. 0x00007FF62B054DD9 (Unity) RefreshV2
    20. 0x00007FF62AFC0E4E (Unity) AssetDatabase::Refresh
    21. 0x00007FF62A573BAF (Unity) Application::AutoRefresh
    22. 0x00007FF62AF156FA (Unity) ContainerWindow::ContainerWndProc
    23. 0x00007FFA67775C1D (USER32) CallWindowProcW
    24. 0x00007FFA677757EC (USER32) DispatchMessageW
    25. 0x00007FFA67781F83 (USER32) IsWindowVisible
    26. 0x00007FFA685DFE34 (ntdll) KiUserCallbackDispatcher
    27. 0x00007FFA659310C4 (win32u) NtUserPeekMessage
    28. 0x00007FFA677794F2 (USER32) PeekMessageW
    29. 0x00007FFA67779AE9 (USER32) PeekMessageA
    30. 0x00007FF62AEE7E30 (Unity) MainMessageLoop
    31. 0x00007FF62AEEC181 (Unity) WinMain
    32. 0x00007FF62CD111B6 (Unity) __scrt_common_main_seh
    33. 0x00007FFA683C7C24 (KERNEL32) BaseThreadInitThunk
    34. 0x00007FFA685ACEA1 (ntdll) RtlUserThreadStart
    35.  
    36. ========== END OF STACKTRACE ===========
    37.  
    Tried that again but didn't manage to reproduce it.
     
  36. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Yes, everything is indicating it's a SerializeReference issue.
    It is very hard to reproduce, I have tried and failed. Might happen once every 8 hours, might happen 3 times in 10 minutes.

    But always from some re-compile, asset refresh, enter play mode or exit play mode scenario.
     
    sandolkakos likes this.
  37. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Another one today

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF6F92AB0B0 (Unity) memcpy
    4. 0x00007FF6F61DA2CC (Unity) TransferField_NonArray<StreamedBinaryWrite,Converter_SimpleNativeClass<AnimationCurveTpl<float> > >
    5. 0x00007FF6F61FE2BB (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,AnimationCurveTpl<float>,0>
    6. 0x00007FF6F4C37FCB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    7. 0x00007FF6F5D0495C (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    8. 0x00007FF6F5D1688D (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    9. 0x00007FF6F6175CE8 (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    10. 0x00007FF6F621CED3 (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    11. 0x00007FF6F61762B2 (Unity) MonoManager::BeginReloadAssembly
    12. 0x00007FF6F617EB35 (Unity) MonoManager::ReloadAssembly
    13. 0x00007FF6F7319343 (Unity) ReloadAllUsedAssemblies
    14. 0x00007FF6F76E5057 (Unity) ImportAndPostprocessOutOfDateAssets
    15. 0x00007FF6F76EC6BC (Unity) RefreshInternalV2
    16. 0x00007FF6F76F007B (Unity) StopAssetImportingV2
    17. 0x00007FF6F76ED584 (Unity) RefreshV2
    18. 0x00007FF6F7655274 (Unity) AssetDatabase::Refresh
    19. 0x00007FF6F6D98E8F (Unity) Application::AutoRefresh
    20. 0x00007FF6F75AABC2 (Unity) ContainerWindow::ContainerWndProc
    21. 0x00007FFD0F68E6D8 (USER32) CallWindowProcW
    22. 0x00007FFD0F68E25C (USER32) DispatchMessageW
    23. 0x00007FFD0F6A0A43 (USER32) SendMessageTimeoutW
    24. 0x00007FFD1116FBC4 (ntdll) KiUserCallbackDispatcher
    25. 0x00007FFD0EF71064 (win32u) NtUserPeekMessage
    26. 0x00007FFD0F68A443 (USER32) PeekMessageW
    27. 0x00007FFD0F689950 (USER32) PeekMessageA
    28. 0x00007FF6F75B4A8A (Unity) MainMessageLoop
    29. 0x00007FF6F75BDECE (Unity) WinMain
    30. 0x00007FF6F92898F6 (Unity) __scrt_common_main_seh
    31. 0x00007FFD0F8D7034 (KERNEL32) BaseThreadInitThunk
    32. 0x00007FFD1111CEC1 (ntdll) RtlUserThreadStart
    33.  
    34. ========== END OF STACKTRACE ===========
    For what it's worth. Here's a screengrab of the crash.dmp opened in Visual Studio:

    "The thread tried to read from or write to a virtual address for which it does not have the appropriate access."

    dmp.png
    dmp1.png
     
  38. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    Did you submit all those crash.dmp's you collected so far? That's most likely more helpful for Unity devs than the callstack/screenshot here.
     
  39. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    No, not sure I can do that with the project being under strict NDA.
    Unless I can just submit the crash.dmp's in bulk without a project attached?
     
  40. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,333
    You can attach them to an email that you send in response to whatever bug report you have created.
     
    LeonhardP likes this.
  41. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    Yes, that was the idea. "Report a bug", remove your project folder and add all those crash dump folders.
     
    LeonhardP likes this.
  42. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    nice. I had no idea you could remove the project folder!
     
    LeonhardP and Peter77 like this.
  43. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,135
  44. Kamyker

    Kamyker

    Joined:
    May 14, 2013
    Posts:
    1,087
    Mine is: Case 1291698
     
    LeonhardP likes this.
  45. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Submitted: Case 1292035

    I couldn't attach all my crash reports, as it appears Unity has deleted the folder contents of old crash reports :(
    But I have the last 10 in there
     
    LeonhardP and Peter77 like this.
  46. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    438
    @LeonhardP
    If you cannot reproduce these issues at Unity, but you can create a build with more logging or other detailed info that would give you information on how to fix this bug we would be happy to give it a spin.
    We'd have a team of 9 programmers who could test it on a production project. (since frequent code modification increases the chance of it appearing.)

    Here's a hot crash log - again pointing to SerializableManagedRef

    Code (CSharp):
    1. 0x00007ff70190994b (Unity) Transfer_SimpleNativeClass<StreamedBinaryWrite,RectOffset,0>
    2. 0x00007ff70014ce76 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    3. 0x00007ff7013b1451 (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    4. 0x00007ff7013c3191 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    5. 0x00007ff701870d4e (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    6. 0x00007ff70192b21f (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    7. 0x00007ff7018711f8 (Unity) MonoManager::BeginReloadAssembly
    8. 0x00007ff70187a395 (Unity) MonoManager::ReloadAssembly
    9. 0x00007ff702c17df1 (Unity) ReloadAllUsedAssemblies
    10. 0x00007ff7025afd98 (Unity) Application::TickTimer
    11. 0x00007ff702f0dcaf (Unity) MainMessageLoop
    12. 0x00007ff702f11c11 (Unity) WinMain
    13. 0x00007ff704d44da6 (Unity) __scrt_common_main_seh
    14. 0x00007fffefad7c24 (KERNEL32) BaseThreadInitThunk
    15. 0x00007ffff194d4d1 (ntdll) RtlUserThreadStart
     
    pierre92nicot and LeonhardP like this.
  47. konstantin890

    konstantin890

    Joined:
    Jul 16, 2016
    Posts:
    9
    Anyone found a solution to this problem? My team has been experiencing this since September and our logs look quite similar to the ones here...
     
  48. konstantin890

    konstantin890

    Joined:
    Jul 16, 2016
    Posts:
    9
    Our team switched to 2021.1 yesterday and we still observe crashes as before (tested from 2020.2.0f1 to 2021.1.15f1).
    Here's one of the 20 crash logs we have recently collected (this one is from 2021.1.15f1):

    Code (CSharp):
    1. Begin MonoManager ReloadAssembly
    2. Native extension for WindowsStandalone target not found
    3. Refreshing native plugins compatible for Editor in 1.32 ms, found 0 plugins.
    4. Preloading 0 native plugins for Editor in 0.00 ms.
    5. [MODES] ModeService[none].Initialize
    6. [MODES] ModeService[none].LoadModes
    7. [MODES] Loading mode Default (0) for mode-current-id-XXX-MyProject
    8. Stacktrace:
    9.  
    10.   at <unknown> <0xffffffff>
    11.   at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath (UnityEngine.Component,System.Type,intptr) [0x00015] in <adfa4b62400849189388df71c9e26e89>:0
    12.   at UnityEngine.Component.GetComponent<T_REF> () [0x00021] in <adfa4b62400849189388df71c9e26e89>:0
    13.   at UnityEngine.UI.BaseMeshEffect.get_graphic () [0x00011] in C:\Users\username\Documents\GitHub\XXX-MyProject\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\VertexModifiers\BaseMeshEffect.cs:68
    14.   at UnityEngine.UI.BaseMeshEffect.OnValidate () [0x00008] in C:\Users\username\Documents\GitHub\XXX-MyProject\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\VertexModifiers\BaseMeshEffect.cs:102
    15.   at UnityEngine.UI.Shadow.OnValidate () [0x0000e] in C:\Users\username\Documents\GitHub\XXX-MyProject\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\VertexModifiers\Shadow.cs:31
    16.   at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x00020] in <695d1cc93cca45069c528c15c9fdd749>:0
    17.  
    18. =================================================================
    19. Got a SIGSEGV while executing native code. This usually indicates
    20. a fatal error in the mono runtime or one of the native libraries
    21. used by your application.
    22. =================================================================
    23.  
    24. Received signal SIGSEGV
    25. Stack trace:
    26. 0x00007ff67e039b9c (Unity) ScriptingGetComponentsOfTypeFromGameObject
    27. 0x00007ff67e039f96 (Unity) ScriptingGetComponentsOfTypeFromGameObjectFastPath
    28. 0x00007ff67e1eb576 (Unity) Component_CUSTOM_GetComponentFastPath
    29. 0x00000204823a9327 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (UnityEngine.Component,System.Type,intptr)
    30. 0x00000204823a9103 (Mono JIT Code) UnityEngine.Component:GetComponent<T_REF> ()
    31. 0x00000204823c085b (Mono JIT Code) [BaseMeshEffect.cs:68] UnityEngine.UI.BaseMeshEffect:get_graphic ()
    32. 0x00000204823c0653 (Mono JIT Code) [BaseMeshEffect.cs:102] UnityEngine.UI.BaseMeshEffect:OnValidate ()
    33. 0x00000204823bfd63 (Mono JIT Code) [Shadow.cs:31] UnityEngine.UI.Shadow:OnValidate ()
    34. 0x00000205303f0858 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    35. 0x00007ffa637be660 (mono-2.0-bdwgc) [mini-runtime.c:2812] mono_jit_runtime_invoke
    36. 0x00007ffa63742af2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
    37. 0x00007ffa6374bb4f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
    38. 0x00007ff67e046704 (Unity) scripting_method_invoke
    39. 0x00007ff67e041d71 (Unity) ScriptingInvocation::Invoke
    40. 0x00007ff67e041ece (Unity) ScriptingInvocation::InvokeChecked
    41. 0x00007ff67e0994a6 (Unity) SerializableManagedRef::CallMethod
    42. 0x00007ff67e01245d (Unity) MonoBehaviour::CheckConsistency
    43. 0x00007ff67e010c03 (Unity) MonoBehaviour::AwakeAfterRestoreFromBackup
    44. 0x00007ff67e098ed4 (Unity) SerializableManagedRefsUtilities::AwakeInstancesAfterBackupRestoration
    45. 0x00007ff67e013b67 (Unity) MonoManager::EndReloadAssembly
    46. 0x00007ff67e01a7be (Unity) MonoManager::ReloadAssembly
    47. 0x00007ff67e7b959e (Unity) ReloadAllUsedAssemblies
    48. 0x00007ff67e798c65 (Unity) EditorSceneManager::RestoreSceneBackups
    49. 0x00007ff67e4eadea (Unity) PlayerLoopController::EnterPlayMode
    50. 0x00007ff67e4f81e1 (Unity) PlayerLoopController::SetIsPlaying
    51. 0x00007ff67e4fb255 (Unity) Application::TickTimer
    52. 0x00007ff67e8fc8e1 (Unity) MainMessageLoop
    53. 0x00007ff67e900516 (Unity) WinMain
    54. 0x00007ff680432e92 (Unity) __scrt_common_main_seh
    55. 0x00007ffaf6bb7034 (KERNEL32) BaseThreadInitThunk
    56. 0x00007ffaf7402651 (ntdll) RtlUserThreadStart
    57.  
    58.  
     
  49. Romaleks360

    Romaleks360

    Joined:
    Sep 9, 2017
    Posts:
    72
    Having the exact same crash stack trace on 2020.3.13!

     
  50. lagalot123

    lagalot123

    Joined:
    Nov 12, 2015
    Posts:
    12
    Unity 2021.1.18f1 crash after editing a script while having a prefab open:

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF989A24ED9 (KERNELBASE) RaiseException
    4. 0x00007FF91E976025 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\utils\mono-log-common.c:142] mono_log_write_logfile
    5. 0x00007FF91E964CC3 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\eglib\goutput.c:141] monoeg_assertion_message
    6. 0x00007FF91EB65145 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-exceptions.c:838] mono_get_generic_context_from_stack_frame
    7. 0x00007FF91EB6374B (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-exceptions.c:866] get_method_from_stack_frame
    8. 0x00007FF91EB69367 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-exceptions.c:972] ves_icall_get_trace
    9. 0x000001D7D4E401BC (Mono JIT Code) (wrapper managed-to-native) System.Diagnostics.StackTrace:get_trace (System.Exception,int,bool)
    10. 0x000001D7D4E4004B (Mono JIT Code) System.Diagnostics.StackTrace:.ctor (System.Exception,int,bool)
    11. 0x000001D7D4E3FF6B (Mono JIT Code) System.Diagnostics.StackTrace:.ctor (System.Exception,bool)
    12. 0x000001D7D4E3FE9B (Mono JIT Code) System.Environment:GetStackTrace (System.Exception,bool)
    13. 0x000001D7D4E3FD8B (Mono JIT Code) System.Exception:GetStackTrace (bool)
    14. 0x000001D7D4E3FCD3 (Mono JIT Code) System.Exception:get_StackTrace ()
    15. 0x000001D7D4E3F7E0 (Mono JIT Code) UnityEngine.StackTraceUtility:ExtractStringFromExceptionInternal (object,string&,string&)
    16. 0x000001D7D4E3FC18 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr&_intptr& (object,intptr,intptr,intptr)
    17. 0x00007FF91EA8E670 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2816] mono_jit_runtime_invoke
    18. 0x00007FF91EA12AF2 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
    19. 0x00007FF91EA1BB4F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
    20. 0x00007FF6C5471954 (Unity) scripting_method_invoke
    21. 0x00007FF6C546CFC1 (Unity) ScriptingInvocation::Invoke
    22. 0x00007FF6C5472134 (Unity) scripting_stack_trace_info_for
    23. 0x00007FF6C546D879 (Unity) Scripting::LogExceptionFromManaged
    24. 0x00007FF6C546D098 (Unity) ScriptingInvocation::Invoke
    25. 0x00007FF6C48F2CB3 (Unity) InvokeMethod<JSONWrite>
    26. 0x00007FF6C48EF8A6 (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    27. 0x00007FF6C54BA662 (Unity) Transfer_ManagedObject<StreamedBinaryRead,0>
    28. 0x00007FF6C5428696 (Unity) ExecuteSerializationCommands<SafeBinaryRead>
    29. 0x00007FF6C543764E (Unity) TransferScriptingObject<StreamedBinaryWrite,1>
    30. 0x00007FF6C543F9F8 (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    31. 0x00007FF6C543C4EE (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    32. 0x00007FF6C54C577A (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    33. 0x00007FF6C543C9C4 (Unity) MonoManager::BeginReloadAssembly
    34. 0x00007FF6C54459B3 (Unity) MonoManager::ReloadAssembly
    35. 0x00007FF6C5BE7BEE (Unity) ReloadAllUsedAssemblies
    36. 0x00007FF6C5E0AC69 (Unity) ImportAndPostprocessOutOfDateAssets
    37. 0x00007FF6C5E167AB (Unity) RefreshInternalV2
    38. 0x00007FF6C5E1E7D6 (Unity) StopAssetImportingV2
    39. 0x00007FF6C5E17959 (Unity) RefreshV2
    40. 0x00007FF6C5DAF7F0 (Unity) AssetDatabase::Refresh
    41. 0x00007FF6C59153EE (Unity) Application::AutoRefresh
    42. 0x00007FF6C5D48F30 (Unity) ContainerWindow::ContainerWndProc
    43. 0x00007FF98AE9E858 (USER32) CallWindowProcW
    44. 0x00007FF98AE9E3DC (USER32) DispatchMessageW
    45. 0x00007FF98AEB0BC3 (USER32) SendMessageTimeoutW
    46. 0x00007FF98BCF0C54 (ntdll) KiUserCallbackDispatcher
    47. 0x00007FF989911064 (win32u) NtUserPeekMessage
    48. 0x00007FF98AE9A5C3 (USER32) PeekMessageW
    49. 0x00007FF98AE99AD0 (USER32) PeekMessageA
    50. 0x00007FF6C5D2B27B (Unity) MainMessageLoop
    51. 0x00007FF6C5D2F2C6 (Unity) WinMain
    52. 0x00007FF6C7896332 (Unity) __scrt_common_main_seh
    53. 0x00007FF989DB7034 (KERNEL32) BaseThreadInitThunk
    54. 0x00007FF98BCA2651 (ntdll) RtlUserThreadStart
    55.  
    56. ========== END OF STACKTRACE ===========