Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

U5.3 - ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'

Discussion in 'Windows' started by mortennost, Jun 27, 2016.

  1. mortennost

    mortennost

    Joined:
    Oct 8, 2013
    Posts:
    18
    We are getting reports from a fair bit of customers playing our game that it crashes at either random or concurrent points in the game after we've upgraded to 5.3. Some are able to restart the game and then not crash, but others always crash at the same spot. So far, this seems to only happen for users playing on Windows systems (all versions).

    All log files from users with this issue outputs the following stack trace:
    ========== OUTPUTING STACK TRACE ==================

    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6595A05ED)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF658F2596C)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590EC62D)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590ECD2D)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590E4A3F)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590E64F3)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590BE203)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590BBC11)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6590BBCA9)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF65910F6C6)
    0x00007FFB2EBF8102 (KERNEL32) BaseThreadInitThunk

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


    Are anyone else experiencing this? We've seen other threads/posts about this issue as well, dating back to April of this year and all the way to now (June).
    No workarounds or answers as of yet.

    Here's a few of those threads:
    http://forum.unity3d.com/threads/windows-build-crashing-only-on-some-machines.397252/
    http://forum.unity3d.com/threads/game-stops-responding-no-solution.403030/
    http://forum.unity3d.com/threads/ga...tempt-to-access-invalid-address-error.402857/

    Thanks.
     
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    "ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'" basically means that our crash handler failed to locate where the code crashed. Unfortunately, that doesn't help at all when trying to figure out what happened :).

    Do you happen to have any crash dump from the game?
     
  3. mortennost

    mortennost

    Joined:
    Oct 8, 2013
    Posts:
    18
    Attached is the output log, crash dump and error log from one of our users encountering this issue. Thanks :)
     

    Attached Files:

  4. Gecube88

    Gecube88

    Joined:
    Mar 27, 2013
    Posts:
    19
    I emailed a Matthew D from Unity last week. Not sure if you guys are in contact but our costumers are also getting this issue.
    All systems affected have AMD A-Series CPU's
     
  5. mortennost

    mortennost

    Joined:
    Oct 8, 2013
    Posts:
    18
    In our case, this has happened on a few Intel based CPUs as well.
    From what Tautvydas Zilys said earlier, it might be that we're actually having slightly different issues. The common thing however, is just that the crash handler failed to locate the point in code where it crashes.
     
  6. Gecube88

    Gecube88

    Joined:
    Mar 27, 2013
    Posts:
    19
    I think you're right, hopefully we can make some progress in either case.
     
    mortennost likes this.
  7. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    Here's the real stacktrace for the crash:

    Code (csharp):
    1.   Dreamfall Chapters.exe!memcpy() Line 381   Unknown
    2.    Dreamfall Chapters.exe!ReadFileCache(CacheReaderBase & cacher, void * data, unsigned __int64 position, unsigned __int64 size) Line 23   C++
    3.    Dreamfall Chapters.exe!SerializedFile::ReadHeader() Line 590   C++
    4.    Dreamfall Chapters.exe!SerializedFile::InitializeRead(const std::basic_string<char,std::char_traits<char>,stl_allocator<char,66,16> > & path, ResourceImageGroup & resourceImage, unsigned int cacheSize, unsigned int cacheCount, TransferInstructionFlags options, unsigned int readOffset, unsigned int readEndOffset) Line 292   C++
    5.    Dreamfall Chapters.exe!PersistentManager::GetStreamNameSpaceInternal(int nameSpaceID) Line 1998   C++
    6.    Dreamfall Chapters.exe!PersistentManager::GetLoadErrorMessageFromPath(const std::basic_string<char,std::char_traits<char>,stl_allocator<char,66,16> > & path) Line 240   C++
    7.    Dreamfall Chapters.exe!LoadSceneOperation::Perform() Line 105   C++
    8.    Dreamfall Chapters.exe!PreloadManager::Run() Line 376   C++
    9.    Dreamfall Chapters.exe!PreloadManager::Run(void * managerPtr) Line 205   C++
    10.    Dreamfall Chapters.exe!Thread::RunThreadWrapper(void * ptr) Line 44   C++
    11.    kernel32.dll!BaseThreadInitThunk()   Unknown
    12.    ntdll.dll!RtlUserThreadStart()   Unknown
    13.  
    I don't know what caused it - I'll ask around.
     
    FarbsFarbsFarbs and mortennost like this.
  8. mortennost

    mortennost

    Joined:
    Oct 8, 2013
    Posts:
    18
    Any more news on this?
    I don't mean to be nagging you, but we're really eager to find out what's happening and possibly fix the issue for our customers not being able to finish our game. :)
     
  9. mihaipopescu

    mihaipopescu

    Unity Technologies

    Joined:
    Nov 24, 2015
    Posts:
    6
    I can't really tell you too much only by looking at the code and at the callstack more than that we're dealing with an unexpected memory corruption.

    Have you succeeded in reproducing the issue on your side ? If you did can you also try to debug and isolate the crash ? We need minimal project data (i.e. the scene that crashes) and reproduction steps to be able to reproduce it on our side debug and find a proper fix (ideally from C# or data side).

    You have to take into account that this could take some time on our side as well as I don't think it's a known crash on our side... If you're in a rush (as it sounds) you need to find a workaround on your side.

    In the meantime, if we're dealing with a regression you could try bisect Unity versions to find the first crashing version. Also, if it's possible you could try upgrading to other versions and see if it was fixed.
     
  10. FortisVenaliter

    FortisVenaliter

    Joined:
    Mar 23, 2013
    Posts:
    48
    We're getting the same thing... The odd thing is that we have installed our game onto multiple copies of identical hardware (50+ at the moment) and this only happens on one. I did notice the RAM level is 94% when it happened, and the game is downloading a large AssetBundle at the time... Could those be related?

    ========== OUTPUTING STACK TRACE ==================

    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 002B6349)
    0x002B6349
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 004D31D3)
    0x004D31D3
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 004D333A)
    0x004D333A
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 0049ACC9)
    0x0049ACC9
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 0053C797)
    0x0053C797
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 0053E55E)
    0x0053E55E
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 008EEEB8)
    0x008EEEB8
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 0091E26E)
    0x0091E26E
    0x757EDEA4 (KERNEL32) BaseThreadInitThunk
    0x778B00BE (ntdll) RtlInitializeCriticalSectionAndSpinCount

    ========== END OF STACKTRACE ===========
     
  11. mihaipopescu

    mihaipopescu

    Unity Technologies

    Joined:
    Nov 24, 2015
    Posts:
    6
    I've also found on other forums http://hfboards.hockeysfuture.com/showpost.php?p=111586939&postcount=392:

    DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!
    Trying to allocate: 67108868B with 16 alignment. MemoryLabel: Texture
    Allocation happend at: Line:373 in
    Memory overview

    [ ALLOC_DEFAULT ] used: 143582908B | peak: 0B | reserved: 153950564B
    [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 524288B
    [ ALLOC_GFX ] used: 491959164B | peak: 0B | reserved: 530347964B
    [ ALLOC_CACHEOBJECTS ] used: 763056B | peak: 0B | reserved: 10485760B
    [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
    [ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
    Could not allocate memory: System out of memory!
    Trying to allocate: 67108868B with 16 alignment. MemoryLabel: Texture
    Allocation happend at: Line:373 in
    Memory overview

    [ ALLOC_DEFAULT ] used: 143582908B | peak: 0B | reserved: 153950564B
    [ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 524288B
    [ ALLOC_GFX ] used: 491959164B | peak: 0B | reserved: 530347964B
    [ ALLOC_CACHEOBJECTS ] used: 763056B | peak: 0B | reserved: 10485760B
    [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
    [ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B​

    Running low on RAM could be a good lead.

    We could try to simulate low memory situations either by running the game in a VM with like 2GB of RAM (although I'm concerned how the virtualization is done) or launch the game in a low memory state by running memory stress tools like consume.exe (from MS SDK) or others (http://www.soft.tahionic.com/download-memalloc/).
     
  12. FortisVenaliter

    FortisVenaliter

    Joined:
    Mar 23, 2013
    Posts:
    48
    @mihaipopescu If it helps, we're using the Intel Compute Sticks, which come with Windows 10, but only 2GB of RAM. Our game is designed for low resource usage, but it does need rather big AssetBundles. If the download caching for bundles isn't great, I could definitely see it running out of RAM... but since those use Flash Memory (I think?), it ought to be able to write it as fast as the network can receive it.

    Since our problem only occurred with one of the devices and worked on so many others, we ended up deciding it was likely a defect in the device itself. Not sure if we still have it lying around.
     
  13. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    It happens on 5.5 too, but I found one thing on 5.5, if I check "Development Build" checkbox then error is not occurring, maybe You could check in Your projects if it's behaving the same and maybe it will give to someone from Unity clue what is changing that it is working with checked and crashed with unchecked that checkbox.
     
  14. GingerLoaf

    GingerLoaf

    Joined:
    Dec 5, 2012
    Posts:
    18
    I am seeing invalid address issues of my own using an intel(R) Core(TM) i7-6700K CPUGHz 4.00 GHz machine with unity 5.5.0f3

    ========== OUTPUTING STACK TRACE ==================

    0x00007FF7A38D3B99 (CrashyTestnew) physx::shdfnd::ErrorHandler::getMaxCallbackNum
    0x00007FF7A38D3F4B (CrashyTestnew) physx::shdfnd::ErrorHandler::getMaxCallbackNum
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30B125A)
    0x00007FF7A30B125A (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30B04A5)
    0x00007FF7A30B04A5 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30B3313)
    0x00007FF7A30B3313 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30B3C60)
    0x00007FF7A30B3C60 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30B3EF2)
    0x00007FF7A30B3EF2 (CrashyTestnew)
    0x00007FF7A344E9BF (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A30D32F3)
    0x00007FF7A30D32F3 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A3179E8A)
    0x00007FF7A3179E8A (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A317A2AF)
    0x00007FF7A317A2AF (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A317A4B3)
    0x00007FF7A317A4B3 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A317A530)
    0x00007FF7A317A530 (CrashyTestnew)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A317A8AA)
    0x00007FF7A317A8AA (CrashyTestnew)
    0x00007FF7A341846A (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00000000057D407C (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:Internal_CloneSingle (UnityEngine.Object)
    0x00000000057D3F1F (Mono JIT Code) UnityEngine.Object:Instantiate<object> (object)
    0x00000000057D3787 (Mono JIT Code) LootableItemSpawner:SpawnItemLocally (ItemInfo,UnityEngine.Vector3,UnityEngine.Quaternion)
    0x00000000057D2CF2 (Mono JIT Code) LootableItemSpawner:Start ()
    0x00000000057609EB (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    0x00007FFF79D254A3 (mono) mono_set_defaults
    0x00007FFF79C783F1 (mono) mono_runtime_invoke
    0x00007FF7A33B0F7B (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00007FF7A33A6552 (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00007FF7A33A68F0 (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00007FF7A33A7075 (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00007FF7A33A73C9 (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7A3177309)
    0x00007FF7A3177309 (CrashyTestnew)
    0x00007FF7A3294B7D (CrashyTestnew) physx::shdfnd::Foundation::getNamedAllocMap
    0x00007FF7A385E777 (CrashyTestnew) physx::shdfnd::Allocator::`default constructor closure'
    0x00007FF7A385E94A (CrashyTestnew) physx::shdfnd::Allocator::`default constructor closure'
    0x00007FF7A3862478 (CrashyTestnew) physx::shdfnd::Allocator::`default constructor closure'
    0x00007FF7A3967DD0 (CrashyTestnew) physx::shdfnd::ErrorHandler::getMaxCallbackNum
    0x00007FFF9D9A8364 (KERNEL32) BaseThreadInitThunk
    0x00007FFF9DAD5E91 (ntdll) RtlUserThreadStart

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

    I have traced my issue down to the instantiate call in the Unity API. I commented out my item spawner just to see what happens and i get this same exact issue down the road (hard crash when calling instantiate) when our inventory system attempts to instantiate copies of the same prefab. It is either in my data or some kind of issue in the instantiate call. The object I am attempting to instantiate is a serialized link to a prefab that is packed away inside of a .asset file. I load the .asset file using Resources.Load and then take my loaded object and reference the prefab to be instantiated from there and pass it into instantiate... this reliably crashes to desktop for me (I would be more than happy to upload some files to unity).

    I have found that enabling debug mode during building gives me a working build (Can not be used unfortunately due to the console being embedded and other reasons), and I have also found that everything works just fine in the editor. It's just building a game for release (no debug no pdb ect...) that causes the issue.

    Here is the really strange thing... I found the .asset that was trying to instantiate an icon prefab before the crash and swapped it's icon prefab with another .asset files icon prefab and it allows me to build my game in non-debug mode and run it with no issues (except for the fact that my item icons are all reversed).

    I tried nuking my library folder and rebuilding everything and ensuring that there was no jargon inside my .asset files and none of these worked. I am pretty desperate for a solution at this point.
     
    Last edited: Dec 9, 2016
  15. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    ^ that doesn't look like a related issue. Anyway, we'll need a bug report to investigate.
     
  16. Yasei_no_otoko

    Yasei_no_otoko

    Joined:
    Nov 25, 2013
    Posts:
    13
    soytestli likes this.
  17. killerjim

    killerjim

    Joined:
    Sep 14, 2016
    Posts:
    10
    Updated that ^^ thread with my experiences of the issue..
     
  18. MeatCircus

    MeatCircus

    Joined:
    May 10, 2017
    Posts:
    1
    So this is kind of an old thread I'm digging up I guess but it's what I found searching. I run a Rust server on a dedicated windows server 2012 r2 machine and for about the last 2 months I get anywhere from 2-6 random crashes a day and nobody including the rust devs seem to be able to tell me anything from my stack traces so I'm trying here as a shot in the dark

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Invalid Position: generic_world[9902602] (NaN, NaN, NaN) (destroying)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Invalid Position: generic_world[9902606] (NaN, NaN, NaN) (destroying)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Invalid Position: generic_world[9902597] (NaN, NaN, NaN) (destroying)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Invalid Position: generic_world[9902601] (NaN, NaN, NaN) (destroying)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Crash!!!
    SymInit: Symbol-SearchPath: '.;C:\loot\server;C:\loot\server;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'SYSTEM'
    OS-Version: 6.3.9600 () 0x110-0x3
    C:\loot\server\RustDedicated.exe:RustDedicated.exe (00007FF733A30000), size: 23744512 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated.exe', fileVersion: 5.6.0.31247
    C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (00007FFB691C0000), size: 1757184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 6.3.9600.18438
    C:\Windows\system32\KERNEL32.DLL:KERNEL32.DLL (00007FFB68F60000), size: 1302528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNEL32.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\system32\KERNELBASE.dll:KERNELBASE.dll (00007FFB663B0000), size: 1134592 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNELBASE.dll', fileVersion: 6.3.9600.18340
    C:\Windows\SYSTEM32\HID.DLL:HID.DLL (00007FFB65520000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\HID.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\system32\USER32.dll:USER32.dll (00007FFB68990000), size: 1536000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USER32.dll', fileVersion: 6.3.9600.18535
    C:\Windows\SYSTEM32\VERSION.dll:VERSION.dll (00007FFB5EA30000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\VERSION.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\ole32.dll:eek:le32.dll (00007FFB66840000), size: 1654784 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ole32.dll', fileVersion: 6.3.9600.18619
    C:\Windows\system32\SHLWAPI.dll:SHLWAPI.dll (00007FFB68930000), size: 344064 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHLWAPI.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\ADVAPI32.dll:ADVAPI32.dll (00007FFB68310000), size: 696320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ADVAPI32.dll', fileVersion: 6.3.9600.18155
    C:\Windows\system32\GDI32.dll:GDI32.dll (00007FFB66BC0000), size: 1372160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GDI32.dll', fileVersion: 6.3.9600.18638
    C:\Windows\system32\SHELL32.dll:SHELL32.dll (00007FFB66DE0000), size: 22183936 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHELL32.dll', fileVersion: 6.3.9600.18458
    C:\Windows\SYSTEM32\OPENGL32.dll:OPENGL32.dll (00007FFB5DDC0000), size: 1224704 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\OPENGL32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\WINMM.dll:WINMM.dll (00007FFB5DEF0000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMM.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\WS2_32.dll:WS2_32.dll (00007FFB66A00000), size: 368640 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WS2_32.dll', fileVersion: 6.3.9600.18340
    C:\Windows\system32\OLEAUT32.dll:OLEAUT32.dll (00007FFB68820000), size: 811008 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OLEAUT32.dll', fileVersion: 6.3.9600.18434
    C:\Windows\system32\IMM32.dll:IMM32.dll (00007FFB688F0000), size: 221184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\IMM32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\DNSAPI.dll:DNSAPI.dll (00007FFB65910000), size: 671744 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DNSAPI.dll', fileVersion: 6.3.9600.18592
    C:\Windows\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (00007FFB62790000), size: 172032 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\IPHLPAPI.DLL', fileVersion: 6.3.9600.18264
    C:\Windows\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFB60E90000), size: 815104 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINHTTP.dll', fileVersion: 6.3.9600.18378
    C:\Windows\system32\msvcrt.dll:msvcrt.dll (00007FFB68B20000), size: 696320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msvcrt.dll', fileVersion: 7.0.9600.17415
    C:\Windows\SYSTEM32\combase.dll:combase.dll (00007FFB68600000), size: 2166784 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\combase.dll', fileVersion: 6.3.9600.18202
    C:\Windows\system32\RPCRT4.dll:RPCRT4.dll (00007FFB68DA0000), size: 1310720 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RPCRT4.dll', fileVersion: 6.3.9600.18292
    C:\Windows\SYSTEM32\sechost.dll:sechost.dll (00007FFB690A0000), size: 364544 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sechost.dll', fileVersion: 6.3.9600.17734
    C:\Windows\SYSTEM32\GLU32.dll:GLU32.dll (00007FFB60C80000), size: 188416 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\GLU32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\DDRAW.dll:DDRAW.dll (00007FFB5DC90000), size: 1015808 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DDRAW.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (00007FFB5DD90000), size: 172032 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMMBASE.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\NSI.dll:NSI.dll (00007FFB66DD0000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NSI.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\MSCTF.dll:MSCTF.dll (00007FFB66A60000), size: 1384448 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSCTF.dll', fileVersion: 6.3.9600.18514
    C:\Windows\SYSTEM32\WINNSI.DLL:WINNSI.DLL (00007FFB62770000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINNSI.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\system32\SspiCli.dll:SspiCli.dll (00007FFB66810000), size: 188416 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SspiCli.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (00007FFB63130000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DCIMAN32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\cfgmgr32.dll:cfgmgr32.dll (00007FFB664D0000), size: 323584 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\cfgmgr32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\DEVOBJ.dll:DEVOBJ.dll (00007FFB65160000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DEVOBJ.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\kernel.appcore.dll:kernel.appcore.dll (00007FFB64FA0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\kernel.appcore.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\CRYPTBASE.dll:CRYPTBASE.dll (00007FFB662C0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTBASE.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFB660E0000), size: 405504 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\bcryptPrimitives.dll', fileVersion: 6.3.9600.18344
    C:\Windows\system32\wls0wndh.dll:wls0wndh.dll (00007FFB60540000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wls0wndh.dll', fileVersion: 6.3.9600.17415
    C:\loot\server\RustDedicated_Data\Mono\mono.dll:mono.dll (00007FFB5AB40000), size: 2998272 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated_Data\Mono\mono.dll', fileVersion: 1.0.0.1
    C:\Windows\system32\PSAPI.DLL:pSAPI.DLL (00007FFB68F50000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\PSAPI.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (00007FFB65B10000), size: 364544 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSWSOCK.dll', fileVersion: 6.3.9600.18340
    C:\Windows\SYSTEM32\shcore.dll:shcore.dll (00007FFB648D0000), size: 729088 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\shcore.dll', fileVersion: 6.3.9600.17666
    C:\Windows\SYSTEM32\d3d11.dll:d3d11.dll (00007FFB64120000), size: 2306048 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\d3d11.dll', fileVersion: 6.3.9600.18437
    C:\Windows\SYSTEM32\dxgi.dll:dxgi.dll (00007FFB64090000), size: 552960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dxgi.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\d3d10warp.dll:d3d10warp.dll (00007FFB63B40000), size: 2486272 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\d3d10warp.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\clbcatq.dll:clbcatq.dll (00007FFB69100000), size: 745472 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\clbcatq.dll', fileVersion: 2001.12.10530.17415
    C:\Windows\system32\wbem\wbemprox.dll:wbemprox.dll (00007FFB5F480000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemprox.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\wbemcomn.dll:wbemcomn.dll (00007FFB5FD20000), size: 532480 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wbemcomn.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\CRYPTSP.dll:CRYPTSP.dll (00007FFB65B70000), size: 131072 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTSP.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\rsaenh.dll:rsaenh.dll (00007FFB657B0000), size: 221184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 6.3.9600.18191
    C:\Windows\SYSTEM32\bcrypt.dll:bcrypt.dll (00007FFB65DC0000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\bcrypt.dll', fileVersion: 6.3.9600.18541
    C:\Windows\system32\wbem\wbemsvc.dll:wbemsvc.dll (00007FFB5F110000), size: 86016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemsvc.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\wbem\fastprox.dll:fastprox.dll (00007FFB5F130000), size: 1028096 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\fastprox.dll', fileVersion: 6.3.9600.17415
    C:\Windows\System32\MMDevApi.dll:MMDevApi.dll (00007FFB638D0000), size: 458752 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\MMDevApi.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (00007FFB624A0000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dhcpcsvc6.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\dhcpcsvc.DLL:dhcpcsvc.DLL (00007FFB62480000), size: 106496 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dhcpcsvc.DLL', fileVersion: 6.3.9600.17415
    C:\Windows\System32\rasadhlp.dll:rasadhlp.dll (00007FFB60F60000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\rasadhlp.dll', fileVersion: 6.3.9600.17415
    C:\Windows\System32\fwpuclnt.dll:fwpuclnt.dll (00007FFB62570000), size: 438272 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\fwpuclnt.dll', fileVersion: 6.3.9600.18229
    C:\loot\server\RustDedicated_Data\Plugins\RustNative.dll:RustNative.dll (00007FFB60C60000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated_Data\Plugins\RustNative.dll'
    C:\Windows\SYSTEM32\profapi.dll:profapi.dll (00007FFB662A0000), size: 86016 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\SYSTEM32\profapi.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\ntmarta.dll:ntmarta.dll (00007FFB62220000), size: 204800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntmarta.dll', fileVersion: 6.3.9600.17415
    C:\loot\server\RustDedicated_Data\Plugins\Renderer.dll:Renderer.dll (00007FFB5DC30000), size: 356352 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated_Data\Plugins\Renderer.dll'
    C:\Windows\system32\napinsp.dll:napinsp.dll (00007FFB61050000), size: 86016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\napinsp.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\NLAapi.dll:NLAapi.dll (00007FFB637F0000), size: 110592 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NLAapi.dll', fileVersion: 6.3.9600.17415
    C:\Windows\System32\winrnr.dll:winrnr.dll (00007FFB60FD0000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\winrnr.dll', fileVersion: 6.3.9600.17415
    C:\loot\server\RustDedicated_Data\Plugins\RakNet.dll:RakNet.dll (00007FFB5D020000), size: 385024 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated_Data\Plugins\RakNet.dll'
    C:\loot\server\steam_api64.dll:steam_api64.dll (000000005BF90000), size: 262144 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\steam_api64.dll', fileVersion: 3.75.32.7
    C:\loot\server\steamclient64.dll:steamclient64.dll (00000000E1260000), size: 13246464 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\steamclient64.dll', fileVersion: 3.80.69.32
    C:\Windows\system32\CRYPT32.dll:CRYPT32.dll (00007FFB665D0000), size: 1961984 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPT32.dll', fileVersion: 6.3.9600.18508
    C:\Windows\system32\imagehlp.dll:imagehlp.dll (00007FFB669E0000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\imagehlp.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\SETUPAPI.dll:SETUPAPI.dll (00007FFB683C0000), size: 1941504 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SETUPAPI.dll', fileVersion: 6.3.9600.17415
    C:\loot\server\tier0_s64.dll:tier0_s64.dll (00000000E1F10000), size: 3592192 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\tier0_s64.dll', fileVersion: 3.80.69.32
    C:\loot\server\vstdlib_s64.dll:vstdlib_s64.dll (0000000080150000), size: 442368 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\vstdlib_s64.dll', fileVersion: 3.80.69.32
    C:\Windows\SYSTEM32\Secur32.dll:Secur32.dll (00007FFB614A0000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\Secur32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\MSASN1.dll:MSASN1.dll (00007FFB66390000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSASN1.dll', fileVersion: 6.3.9600.17415
    C:\loot\server\RustDedicated_Data\Plugins\eac_server.dll:eac_server.dll (00007FFB57230000), size: 1146880 (result: 0), SymType: '-exported-', PDB: 'C:\loot\server\RustDedicated_Data\Plugins\eac_server.dll', fileVersion: 2.0.0.0
    C:\Windows\SYSTEM32\gpapi.dll:gpapi.dll (00007FFB654F0000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\gpapi.dll', fileVersion: 6.3.9600.18339
    C:\Windows\system32\ncrypt.dll:ncrypt.dll (00007FFB65D90000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ncrypt.dll', fileVersion: 6.3.9600.18298
    C:\Windows\system32\NTASN1.dll:NTASN1.dll (00007FFB65D50000), size: 225280 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\NTASN1.dll', fileVersion: 6.3.9600.17415
    C:\Windows\System32\cryptnet.dll:cryptnet.dll (00007FFB57160000), size: 233472 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\cryptnet.dll', fileVersion: 6.3.9600.17415
    C:\Windows\system32\WLDAP32.dll:WLDAP32.dll (00007FFB685A0000), size: 376832 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WLDAP32.dll', fileVersion: 6.3.9600.17415
    C:\Windows\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FFB4BB60000), size: 1609728 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dbghelp.dll', fileVersion: 6.3.9600.17787

    ========== OUTPUTING STACK TRACE ==================

    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF734650BD7)
    0x00007FF734650BD7 (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF73465121D)
    0x00007FF73465121D (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF734651998)
    0x00007FF734651998 (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF73464FCDB)
    0x00007FF73464FCDB (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF734599D92)
    0x00007FF734599D92 (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF733C9E98F)
    0x00007FF733C9E98F (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF733ECEF83)
    0x00007FF733ECEF83 (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF733ECF144)
    0x00007FF733ECF144 (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF733ECF1DB)
    0x00007FF733ECF1DB (RustDedicated)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF73410C86C)
    0x00007FF73410C86C (RustDedicated)
    0x00007FFB68F613D2 (KERNEL32) BaseThreadInitThunk
    0x00007FFB691D54E4 (ntdll) RtlUserThreadStart

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

    **** Crash! ****
     
  19. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    ^ that is pretty much useless info. A dmp file (it's produced by the crash) is needed to even know the area it's crashing in.
     
  20. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
    Same crash here. Doesn't work with a Development build either (Not responding).

    Any update on this guys? Did anyone try Unity 5.6.1 ?
     

    Attached Files:

  21. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    No updates. "ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'" pretty much means you have a crash and you didn't check "Copy PDB files" when building, and thus the crash handler was unable to determine where it crashed. Literally any crash will appear like this if you don't have PDB files next to executable (that's why I asked for a dmp file that gets created when you crash - it doesn't have a dependency on PDB files).
     
    HakJak likes this.
  22. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
    I fixed the issue by upgrading my project to Unity 5.6.1

    It is definitely an OpenVR related issue. With 5.6.0f3, I could avoid the crash only by:
    - removing ALL lights in the scene (or using no Camera)
    - or removing "OpenVR" and using "None" from Player Settings (with VR still enabled).

    Both were not a solution so I upgraded to 5.6.1 and everything went back to normal.
    But I still don't know what triggered that issue in the first place.

    The only clue I have: I remember I noticed "None" and "OpenVR" in the VR SDKs list and I decided to remove "None" because I didn't know why it was there. Previously, they both were added automatically by something external (maybe by VRTK Asset, maybe by SteamVR, I'm not sure). When I noticed the crash with the standalone, I tried to add "None" back but the crash was still occurring.

    I hope that helps. When I have time, I'll try to "Copy PDB files" and send the result here.
     
  23. Equalent

    Equalent

    Joined:
    Jun 11, 2015
    Posts:
    3
    I have the same issue in 2017.1 when realtime GI is on and baked GI's lightmapper is progressive
     
  24. Logic-Artists

    Logic-Artists

    Joined:
    Feb 15, 2013
    Posts:
    4
    Hi,

    We have the same issue in 5.3.8 and 5.5.4. I have attached the folder generated after the crash with the .dmp. from a build that contained the PDB files (so the crashlog shows all the info).

    After looking at the crashlog, the crash.dmp file in visual studio and debugging the code, it appears that the crash happens inside the functions SceneManager.LoadSceneAsync
    or SceneManager.LoadScene (we tried both) when we call it to transition from one scene to another, in a windows build (64 bits) and it doesn't happen always or in a consistent way.

    We are not sure what else we can try as a workaround or if there is any solution or we are missing something since the crash is quite random and it is still affecting our customers.

    Thanks!
     

    Attached Files:

  25. Ryanc_unity

    Ryanc_unity

    Unity Technologies

    Joined:
    Jul 22, 2015
    Posts:
    332
    Hey Folks, Tautvydas-Zilys asked me to take a look at these errors. So the area these crashes are occurring in code, isn't all that interesting, it's doing a basic mem copy from one location to another. However, what is interesting is that in all the cases listed above, it is crashing while trying to read the header information for a serialized file.

    Without having access to the bundles the user downloaded, and the original source bundles being downloaded this is just a best guess: I suspect that the bundle the user is trying to access got interrupted or corrupted on download. So I would say to check your code that downloads the bundle and make sure you all are passing in the CRC returned from the build pipeline when you built bundles and not just 0. Both the WWW and UnityWebRequest API's have versions that take the CRC value for download verification:

    https://docs.unity3d.com/ScriptReference/WWW.LoadFromCacheOrDownload.html
    public static WWW LoadFromCacheOrDownload(string url, int version, uint crc);
    public static WWW LoadFromCacheOrDownload(string url, Hash128 hash, uint crc);
    public static WWW LoadFromCacheOrDownload(string url, CachedAssetBundle cachedBundle, uint crc);

    https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.GetAssetBundle.html
    public static Networking.UnityWebRequest GetAssetBundle(string uri, uint crc);
    public static Networking.UnityWebRequest GetAssetBundle(string uri, uint version, uint crc);
    public static Networking.UnityWebRequest GetAssetBundle(string uri, Hash128 hash, uint crc);
    public static Networking.UnityWebRequest GetAssetBundle(string uri, CachedAssetBundle cachedAssetBundle, uint crc);
     
  26. bog-imp

    bog-imp

    Joined:
    Jul 25, 2012
    Posts:
    43
    Hello, Sometimes we had similar crash

    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7EC8B2A27)
    0x00007FF7EC8B2A27 (molecats)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7EC8B3ECE)
    0x00007FF7EC8B3ECE (molecats)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7EC2E42C8)
    0x00007FF7EC2E42C8 (molecats)


    I also attached crash errors.
     

    Attached Files:

  27. PerunCreative

    PerunCreative

    Joined:
    Nov 2, 2015
    Posts:
    113
    Hi,

    some of our players are experiencing this too. The problems started after upgrading from 5.6.2p2 to 5.6.3f1. Builds using 5.6.2p2 were running just fine

    Here is our crash log:
     

    Attached Files:

  28. bog-imp

    bog-imp

    Joined:
    Jul 25, 2012
    Posts:
    43
    We move back to 5.6.3 look like this issue is only for 2017.
     
  29. TareqProjects

    TareqProjects

    Joined:
    Jun 27, 2016
    Posts:
    55
    Apologies for bumping an old thread but I recently encountered this same problem. I am working on a project that is using VR and currently working with VRTK on unity 5.6.0f3. I can run the game fine on the editor but when I make a build and run the executable it crashes. By that I mean it goes through the Unity splash screen and then loads the first scene which works for a second and then freezes. Nothing is rendered on the headset. The architecture is set to X86_64 since I had a DllNotFoundException error message showing in the log when the it was set to X86. I've enabled the PDB which shows me the stack trace as opposed to giving me a SymGetSymFromAddr64 error, although I still quite understand what the issue is. Would appreciate it if someone could tell me what I should be looking at to fix the issue.

    Someone earlier mentioned that the problem seemed to have fixed itself when they upgraded to 5.6.1. I'll try that now, although it's going to take a while with Unity converting the assets over.

    edit: I would also like to mention that I have tried reimporting the Oculus utilities and avatar which doesn't seem to fix the problem
     
  30. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    133
    We have closely related issue as it gives stack trace like this:

    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF605265C70)
    0x00007FF605265C70 (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6048C7C9C)
    0x00007FF6048C7C9C (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6048C2ACD)
    0x00007FF6048C2ACD (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6048C352E)
    0x00007FF6048C352E (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6048C3ECC)
    0x00007FF6048C3ECC (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6048C4750)
    0x00007FF6048C4750 (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF60436963A)
    0x00007FF60436963A (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF60437107D)
    0x00007FF60437107D (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF60489BE41)
    0x00007FF60489BE41 (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF60489B3D1)
    0x00007FF60489B3D1 (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF60489B719)
    0x00007FF60489B719 (gv)
    ERROR: SymGetSymFromAddr64, GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' (Address: 00007FF6049820CC)
    0x00007FF6049820CC (gv)
    0x00007FFDCD8B2774 (KERNEL32) BaseThreadInitThunk
    0x00007FFDCF540D51 (ntdll) RtlUserThreadStart

    There's a link to our topic:
    https://forum.unity.com/threads/gra...ing-recently-logs-and-videos-included.501860/

    My question is, could someone get any tips how to reat dump files from Unity? I guess any stacktrace would tell us anything since I have already lost about month of my worktime just by trying to prevent this crash.
     
  31. TareqProjects

    TareqProjects

    Joined:
    Jun 27, 2016
    Posts:
    55
    There should be a checkbox within the build options, although it would have to be built for desktop. After checking that and running the executable, the next crash report would have something else other than SymGetSymFromAddr64.
     
  32. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    @Ryanc_unity: I have a crash dump for you from 2017.1.0p4, and it's something that's been dogging one specific game of ours since 5.4. It's the same sort of thing with it seeming to be related to code in unity, and I have no idea what we're doing to trigger it.

    A lot of times it's happening when switching between "rooms" inside our game (which is nothing but some mono objects moving around; no GameObjects, even); but these ones are during exit of the game or alt-tabbing out.

    https://bugtracker.arcengames.com/view.php?id=19313

    Any clues on what we can do would be much appreciated; it's been an absolute huge annoyance for our title with that happening for some people and us unable to figure out why.

    edit: Also, another report from a different user: https://bugtracker.arcengames.com/view.php?id=19314
     
  33. abertrand

    abertrand

    Joined:
    Dec 7, 2015
    Posts:
    29
    A but of a similar issue here: I use Unity 2017.3 and my build crashes when I close the application. Like others the only thing I see in the logs is "ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.'". The weird thing is that it only crashes if it is a development build without "Copy PDB files" ticked. If it is a Release build, no crash. If "Copy PDB files" is ticked, no crash. Attached one of the crash dumps generated.
     

    Attached Files:

    Last edited: Jan 30, 2018
    thegreatzebadiah and x4000 like this.
  34. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    @abertrand here is a full callstack:

    Code (csharp):
    1. mono-2.0-bdwgc.dll!mono_class_get_image(_MonoClass * klass) Line 8749   C   Symbols loaded.
    2. mono-2.0-bdwgc.dll!type_comes_from_assembly(void * klass, void * also_klass, void * assembly) Line 6861   C   Symbols loaded.
    3. mono-2.0-bdwgc.dll!monoeg_g_hash_table_foreach_remove(_GHashTable * hash, int(*)(void *, void *, void *) func, void * user_data) Line 442   C   Symbols loaded.
    4. [Inline Frame] mono-2.0-bdwgc.dll!clear_types_for_assembly(_MonoAssembly *) Line 6882   C   Symbols loaded.
    5. mono-2.0-bdwgc.dll!assembly_unload(_MonoProfiler * prof, _MonoAssembly * assembly) Line 4040   C   Symbols loaded.
    6. mono-2.0-bdwgc.dll!mono_profiler_assembly_event(_MonoAssembly * assembly, int code) Line 685   C   Symbols loaded.
    7. mono-2.0-bdwgc.dll!mono_assembly_close_except_image_pools(_MonoAssembly * assembly) Line 3561   C   Symbols loaded.
    8. mono-2.0-bdwgc.dll!mono_domain_free(_MonoDomain * domain, int force) Line 1106   C   Symbols loaded.
    9. mono-2.0-bdwgc.dll!mini_cleanup(_MonoDomain * domain) Line 4223   C   Symbols loaded.
    10. UnityPlayer.dll!CleanupMono() Line 2352   C++   Symbols loaded.
    11. UnityPlayer.dll!PlayerCleanup(bool forceQuit) Line 613   C++   Symbols loaded.
    12. [Inline Frame] UnityPlayer.dll!DoQuit(bool) Line 157   C++   Symbols loaded.
    13. UnityPlayer.dll!PerformMainLoop() Line 180   C++   Symbols loaded.
    14. UnityPlayer.dll!MainMessageLoop() Line 900   C++   Symbols loaded.
    15. UnityPlayer.dll!UnityMainImpl(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow) Line 1392   C++   Symbols loaded.
    16. UnityPlayer.dll!UnityMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow) Line 1427   C++   Symbols loaded.
    It was a known bug with experimental scripting runtime, and it was fixed in 2017.3.0p2.
     
  35. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    The issue that I and others have been reporting is older than the experimental scripting runtime, though. There's something else going on, too.
     
  36. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    You're having a different issue then. As mentioned above, all this error means is that we weren't able to print out a callstack. Anything could have gone wrong. We need bug reports/crash dumps and preferably own thread to discuss those issues.
     
    x4000 likes this.
  37. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Here's one crash dump that we have: https://bugtracker.arcengames.com/view.php?id=19313

    I'm uncertain what to call another thread, since this could be anything, as you say. Any help on this would be greatly appreciated, as we're accumulating increasing numbers of these crash dumps in this one game.
     
  38. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    I looked at the crash dump... it looks like the user is using OpenGL renderer for some reason? Is your game configured to not work with DirectX? The crash also seems to happen when the game is quitting, not during the gameplay.
     
    x4000 likes this.
  39. abertrand

    abertrand

    Joined:
    Dec 7, 2015
    Posts:
    29
    Thank you Tautvydas-Zilys, I wasn't aware of the bug and will immediately upgrade to 2017.3.0p2
     
  40. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    The game is configured to use DirectX9, or to go and use OpenGL if it can't use that.

    The user reported that that crash was when alt-tabbing out.

    These ones are from the same user, and were crashes on exit: https://bugtracker.arcengames.com/view.php?id=19314

    Here's a crash with a dump when someone is just playing like normal (note that "changing a room" is not changing a scene in unity): https://bugtracker.arcengames.com/view.php?id=19386

    Another one that is random that I don't know what caused it: https://bugtracker.arcengames.com/view.php?id=19381

    Another recent one that happened during gameplay that also includes a video, since a youtuber was who ran across this during a play: https://bugtracker.arcengames.com/view.php?id=19347

    Another recent crash moving between rooms: https://bugtracker.arcengames.com/view.php?id=19332

    Recent crash not moving between rooms, but just killing enemies: https://bugtracker.arcengames.com/view.php?id=19324

    Sudden crash during the tutorial recently: https://bugtracker.arcengames.com/view.php?id=19235

    Much older crash when leaving a room: https://bugtracker.arcengames.com/view.php?id=18857
    Another older crash when entering a boss room: https://bugtracker.arcengames.com/view.php?id=18908
    Another somewhat old one: https://bugtracker.arcengames.com/view.php?id=18847
    And another, which is old and doesn't have a crash dump file but does show a screenshot of what task manager did: https://bugtracker.arcengames.com/view.php?id=18925

    I should note that for most people, we don't run into a lot of crashes, and most people run into none. This is also our only title out of about a dozen to have this sort of crash, so we're pretty flummoxed. It's really nice to be able to talk to someone who could potentially actually unravel this for us.

    Cheers. :)
     
  41. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    We will need bug reports for these... forums is not the right place to triage issues like that. They all are probably issues in Unity.
     
    x4000 likes this.
  42. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Fair! However, I have given bug reports in for this and a number of other issues, and there are some that have never even been looked at. We've been with you guys since 2010. There's one report that I made detailing how some simple math changes could make all unity games slightly faster for everyone, but that hasn't really gotten a look because of how it doesn't fit into the normal "follow these steps and a repro is found" pattern that your QA folks look for.

    My experience has been that anything outside of that style of report gets ignored. I even tried getting paid hourly support (which was offered on the website at the time; I assume still is) back in 2011 or 2012, and never got a response. That was even back when I had a personal Unity rep, which isn't a thing anymore.

    I've been hanging out in the forums for things like this because I've been able to actually talk to human beings rather than it just going into the void. I'm assuming that all of the above are a single issue that is being triggered in one way, and I'll go ahead and submit a bug report, but I thought you should know what the experience on that end has been like. I've had a couple of confirmed bugs that were closed, a few that are still open, a few that you guys fixed on your own which I later noted could be closed, and a lot that were ignored. Bare minimum, there's a lot of stale data in your bugtracker.
     
    devotid and Lisk like this.
  43. abertrand

    abertrand

    Joined:
    Dec 7, 2015
    Posts:
    29
    @Tautvydas-Zilys I've now tested 2017.3.0p2 and it looks like the issue is still there for me. It crashes again when I closed the application. Attached crash dump.
     

    Attached Files:

  44. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    That won't happen if you post your case numbers here.
     
    x4000 likes this.
  45. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Got it. I really do appreciate that. The case number for the compound crash report that I've got is 995671.

    Older cases by me that were resolved in past versions of Unity and can be closed now:
    971715, 377260.

    An open one that would take a senior engineer just poking around in the code some and getting some major gains on any substantially-sized unity game without any API changes: 918450. That one is filled with so-simple-it's-silly stuff, but in core classes in key bottlenecks I've observed, and so a little adds up to a lot.

    Those are the main ones. There are three others that I have open, but one is on the long-term roadmap, and two others have been reproed and are somewhere in the bug queue.

    Thanks again for taking a look.
     
  46. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,640
    This is another known bug in the new experimental mono runtime. It was fixed in 2017.3.1p1, which is supposed to come out next week.
     
  47. abertrand

    abertrand

    Joined:
    Dec 7, 2015
    Posts:
    29
    Thanks again for the response @Tautvydas-Zilys I think I'll revert back to stable scripting runtime, looks like there are still too many things to fix with experimental. It was a nice-to-have for us anyhow, not a must
     
  48. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Someone got back to me for more info about 5 hours ago! Just figured I would post success in that part of the process. :)
     
  49. NextVertex

    NextVertex

    Joined:
    Sep 26, 2016
    Posts:
    28
    If someone have solved this issue, please let me know ;)
     
  50. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Will do. At the moment the best advice seems to be "make sure the graphics drivers are as up to date as possible." What version of Unity are you having the issue on, by the way, at the moment? Right now we're waiting on someone experiencing this with our windows build with pdbs on 2017.1.0p4.

    If you're going to submit your own bug report, then they're going to want a build done with pdbs and with a crash dump generated with the version that had pdbs.