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The entire editor crashes and I'm completely lost

Discussion in 'Navigation' started by patrykk, Aug 7, 2018.

  1. patrykk

    patrykk

    Joined:
    May 20, 2017
    Posts:
    13
    Hi everyone,
    can anybody help me? I have an issue related to navmesh which took me all day to find, and I'm completely lost and broken.

    I think it's related to unity unloading some assets, as It seems that whenever I decide to Destroy() one of my prefabs that uses a NavmeshAgent component, some unspecified time later the entire editor (or game build) crashes, not really giving me a clear reason as to why this happens. I only assume this is the root cause, I'm not even 100% sure.

    At the very end of the Editor.log from the crash I see:

    ========== OUTPUTTING STACK TRACE ==================

    0x0000000142AEDA57 (Unity) memcpy
    0x0000000141B65771 (Unity) CrowdManager::UpdateMoveRequest
    0x0000000141B65B30 (Unity) UpdateMoveRequestsSingleThreaded
    0x0000000141B5A0FA (Unity) CrowdUpdateMultiThreaded
    0x0000000141B60ED3 (Unity) CrowdManager::Update
    0x0000000141B39EBA (Unity) NavMeshManager::UpdateCrowdSystem
    0x0000000141B39AD9 (Unity) NavMeshManager::Update
    0x0000000141B32A01 (Unity) `InitializeNavMeshManager'::`2'::preUpdateAIUpdateRegistrator::Forward
    0x0000000140967E07 (Unity) ExecutePlayerLoop
    0x0000000140967EB6 (Unity) ExecutePlayerLoop
    0x000000014096A75C (Unity) PlayerLoop
    0x0000000141447E4A (Unity) PlayerLoopController::UpdateScene
    0x0000000141446063 (Unity) Application::TickTimer
    0x00000001415E45A5 (Unity) MainMessageLoop
    0x00000001415E698C (Unity) WinMain
    0x0000000142423D0A (Unity) __scrt_common_main_seh
    0x00007FFD8C5F1FE4 (KERNEL32) BaseThreadInitThunk
    0x00007FFD8E94CB31 (ntdll) RtlUserThreadStart

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

    Does anyone know what could be the case? Why is it so bad that the entire program dies?
    I'm uploading the logs and crash.dmp in case anybody needs those.

    EDIT:
    I've done more testing, and it appears that the issue happens when I Instantiate() a few new objects containing a NavmeshAgent component in a single frame.
    I've also found a workaround, but since I have no access to the sourcecode, I've no clue as to why it works - if i disable/ and then immediately re-enable the navmeshAgent component - the crash is no longer.
     

    Attached Files:

    Last edited: Aug 8, 2018
  2. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,780
    In mean time, try simply recreate new project and download/copy assets over. Maybe something get corrupted on the way.
     
  3. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Ive got very similar issues, no idea how anyone is using navagent without full unity crashes. Mine happens when theyre just walking around, did you ever find a solution?