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Bug Unity 2021.3.6f1, Xcode 14, iOS 16 Problem: UnityFramework crash before main()

Discussion in 'iOS and tvOS' started by mafkfjljskd, Sep 20, 2022.

  1. mafkfjljskd

    mafkfjljskd

    Joined:
    Sep 20, 2022
    Posts:
    4
    Hi, I`ve recently updated to Xcode 14 and my devices to iOS 16.

    I created a new Unity project (only one cube), and added the exported UnityFramework to the new iOS project. After running, it crashed before the main() function. But it can work normally on iOS 15 devices

    upload_2022-9-20_20-15-31.png
     
    Tody-coder, mickfcna and RoyalCoder like this.
  2. Celpear

    Celpear

    Joined:
    Mar 25, 2022
    Posts:
    2
    same problem here. :(
     
    mickfcna likes this.
  3. fsccn

    fsccn

    Joined:
    Jun 27, 2022
    Posts:
    2
    Im having the same Issue :(
     
    mickfcna likes this.
  4. mafkfjljskd

    mafkfjljskd

    Joined:
    Sep 20, 2022
    Posts:
    4
    I have done some experiments using Xcode13 and Xcode14. The current conclusion is that Xcode13 + iOS 16 is normal, but Xcode 14 + iOS 16 will crash

    Has any friend solved this problem? :)
     
  5. mafkfjljskd

    mafkfjljskd

    Joined:
    Sep 20, 2022
    Posts:
    4
    (lldb) thread backtrace all

    * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BREAKPOINT (code=1, subcode=0x10334fe00)

    frame #0: 0x000000010334fe00 UnityFramework`::InitializeMemory() [inlined] ~AutoLock at Mutex.h:0:31 [opt]

    * frame #1: 0x000000010334fdec UnityFramework`::InitializeMemory() [inlined] ~AutoLock at Mutex.h:34:21 [opt]

    frame #2: 0x000000010334fdec UnityFramework`::InitializeMemory() at MemoryManager.cpp:573:1 [opt]

    frame #3: 0x000000010334f1f8 UnityFramework`::eek:perator new() [inlined] GetMemoryManager at MemoryManager.h:316:9 [opt]

    frame #4: 0x000000010334f1f4 UnityFramework`::eek:perator new() at MemoryManager.cpp:270:61 [opt]

    frame #5: 0x0000000100960aac libRPAC.dylib`std::__1::pair<std::__1::__hash_iterator<std::__1::__hash_node<std::__1::__hash_value_type<long, qos_info_t>, void*>*>, bool> std::__1::__hash_table<std::__1::__hash_value_type<long, qos_info_t>, std::__1::__unordered_map_hasher<long, std::__1::__hash_value_type<long, qos_info_t>, std::__1::hash<long>, std::__1::equal_to<long>, true>, std::__1::__unordered_map_equal<long, std::__1::__hash_value_type<long, qos_info_t>, std::__1::equal_to<long>, std::__1::hash<long>, true>, std::__1::allocator<std::__1::__hash_value_type<long, qos_info_t> > >::__emplace_unique_key_args<long, std::__1::piecewise_construct_t const&, std::__1::tuple<long const&>, std::__1::tuple<> >(long const&, std::__1::piecewise_construct_t const&, std::__1::tuple<long const&>&&, std::__1::tuple<>&&) + 208

    frame #6: 0x000000010095fac0 libRPAC.dylib`createPrimitiveEntry + 128

    frame #7: 0x000000010095db34 libRPAC.dylib`interposed_dispatch_semaphore_create + 184

    frame #8: 0x00000001037bac30 UnityFramework`UnityClassic::Baselib_SystemSemaphore_CreateInplace(void*) [inlined] DarwinApi::Baselib_SystemSemaphore_CreateInplace(semaphoreData=0x0000000104344818) at Baselib_SystemSemaphore_DarwinApi.inl.h:47:29 [opt]

    frame #9: 0x00000001037bac28 UnityFramework`UnityClassic::Baselib_SystemSemaphore_CreateInplace(semaphoreData=0x0000000104344818) at Baselib_SystemSemaphore_CProxy.inl.h:14:16 [opt]

    frame #10: 0x000000010334fed0 UnityFramework`::VirtualAllocator() [inlined] Baselib_Semaphore_Create at Baselib_Semaphore_SemaphoreBased.inl.h:26:24 [opt]

    frame #11: 0x000000010334feb0 UnityFramework`::VirtualAllocator() [inlined] Semaphore at Semaphore.h:12:31 [opt]

    frame #12: 0x000000010334feb0 UnityFramework`::VirtualAllocator() [inlined] Semaphore at Semaphore.h:12:59 [opt]

    frame #13: 0x000000010334feb0 UnityFramework`::VirtualAllocator() [inlined] ReadWriteLock at ReadWriteLock.h:74:23 [opt]

    frame #14: 0x000000010334feac UnityFramework`::VirtualAllocator() [inlined] ReadWriteLock at ReadWriteLock.h:83:1 [opt]

    frame #15: 0x000000010334feac UnityFramework`::VirtualAllocator() at MemoryManager.cpp:614:34 [opt]

    frame #16: 0x0000000103350aec UnityFramework`::MemoryManager() [inlined] VirtualAllocator at MemoryManager.cpp:617:1 [opt]

    frame #17: 0x0000000103350ae8 UnityFramework`::MemoryManager() at MemoryManager.cpp:837:16 [opt]

    frame #18: 0x000000010334fd6c UnityFramework`::InitializeMemory() [inlined] MemoryManager at MemoryManager.cpp:846:1 [opt]

    frame #19: 0x000000010334fd68 UnityFramework`::InitializeMemory() at MemoryManager.cpp:571:23 [opt]

    frame #20: 0x000000010334f1f8 UnityFramework`::eek:perator new() [inlined] GetMemoryManager at MemoryManager.h:316:9 [opt]

    frame #21: 0x000000010334f1f4 UnityFramework`::eek:perator new() at MemoryManager.cpp:270:61 [opt]

    frame #22: 0x00000001b353b20c MetalPerformanceShadersGraph`___lldb_unnamed_symbol24946 + 24

    frame #23: 0x00000001b3545f9c MetalPerformanceShadersGraph`___lldb_unnamed_symbol25125 + 84

    frame #24: 0x00000001b352d054 MetalPerformanceShadersGraph`___lldb_unnamed_symbol24776 + 148

    frame #25: 0x00000001b304600c MetalPerformanceShadersGraph`___lldb_unnamed_symbol8514 + 164

    frame #26: 0x00000001b30804f8 MetalPerformanceShadersGraph`___lldb_unnamed_symbol10161 + 92

    frame #27: 0x00000001d7d6f280 dyld`invocation function for block in dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 156

    frame #28: 0x00000001d7dc5360 dyld`invocation function for block in dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 340

    frame #29: 0x00000001d7d6d968 dyld`invocation function for block in dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 524

    frame #30: 0x00000001d7d6ccd8 dyld`dyld3::MachOFile::forEachLoadCommand(Diagnostics&, void (load_command const*, bool&) block_pointer) const + 296

    frame #31: 0x00000001d7d6c17c dyld`dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 192

    frame #32: 0x00000001d7d77d5c dyld`dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 516

    frame #33: 0x00000001d7d74788 dyld`dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 176

    frame #34: 0x00000001d7d70ccc dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 216

    frame #35: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #36: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #37: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #38: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #39: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #40: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #41: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #42: 0x00000001d7d70ca8 dyld`dyld4::Loader::runInitializersBottomUp(dyld4::RuntimeState&, dyld3::Array<dyld4::Loader const*>&) const + 180

    frame #43: 0x00000001d7d7633c dyld`dyld4::Loader::runInitializersBottomUpPlusUpwardLinks(dyld4::RuntimeState&) const + 328

    frame #44: 0x00000001d7daa244 dyld`dyld4::APIs::runAllInitializersForMain() + 360

    frame #45: 0x00000001d7d7f66c dyld`dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 3388

    frame #46: 0x00000001d7d7d8bc dyld`start + 2364

    (lldb)
     
  6. Crambror

    Crambror

    Joined:
    May 19, 2022
    Posts:
    1
    Also having the same problem, can build and launch through Xcode 14 on device running iOS15 but on device with iOS16 I get the InitializeMemory error.

    NOTE: I can, however, launch the app on iOS16 and then attach the debugger after launch. But that method doesn't seem to give me any debug output, I can see performance and memory stats though.
     
    mafkfjljskd likes this.
  7. AvaraMedia

    AvaraMedia

    Joined:
    May 4, 2018
    Posts:
    1
    We are experiencing the same issue here...
    App runs fine on iOS 14.6, but crashes on iOS15 and 16. Tried Xcode 14 and 13.4.1 and both crashed.
    We have fully up to date Playfab and Firebase SDKs in the project.
     
  8. yusufdemir2012

    yusufdemir2012

    Joined:
    Dec 21, 2013
    Posts:
    50
    Same here...



    Unity version: 2021.3.2
    Xcode version: 14.0
    Console logs:

    objc[11970]: Class MS_NetworkReachability is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750768) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113788488). One of the two will be used. Which one is undefined.
    objc[11970]: Class YjAxOGE4YTAwODQ5MjMxZTY2 is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750650) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113788500). One of the two will be used. Which one is undefined.
    objc[11970]: Class MWFmMDM5OTk2ZTdkMWY4ZmUy is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750470) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x1137885f0). One of the two will be used. Which one is undefined.
    objc[11970]: Class NGMzNzhjNmI0NDQyMzdiNTc0 is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x1137506f0) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113788640). One of the two will be used. Which one is undefined.
    objc[11970]: Class MSRenderHelper is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750678) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x1137886b8). One of the two will be used. Which one is undefined.
    objc[11970]: Class MSSmileSweet is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750718) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113788708). One of the two will be used. Which one is undefined.
    objc[11970]: Class MSSenManager is implemented in both /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113750498) and /private/var/containers/Bundle/Application/64D2ABA2-E415-4767-9CF5-1BA199F9DEE8/xxxxxxxxxxxxxxxxxxxx.app/Frameworks/UnityFramework.framework/UnityFramework (0x113788758). One of the two will be used. Which one is undefined.
    (lldb)
     
    Last edited: Sep 24, 2022
  9. fsccn

    fsccn

    Joined:
    Jun 27, 2022
    Posts:
    2
    After disabling the Thread Performance Checker in the Scheme, this error wasnt showing up anymore.

    upload_2022-9-23_16-12-41.png
     
    GrimReio, fwjulien, denrase and 21 others like this.
  10. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    I have the same problem with Xcode 14 and iOS 16 :( any ideas about what is wrong?
    Screenshot 2022-09-19 at 22.35.07.png
     
  11. mafkfjljskd

    mafkfjljskd

    Joined:
    Sep 20, 2022
    Posts:
    4

    It`s useful! Thanks!
     
    RoyalCoder likes this.
  12. artoonie

    artoonie

    Joined:
    Feb 9, 2017
    Posts:
    22
    This worked for me as well. Is there an easy way to set this automatically in OnPostprocessBuild?

    The API for UnityEditor.iOS.Xcode.PBXProject is pretty functional, but UnityEditor.iOS.Xcode.XcScheme is lacking, and it seems like the only way is to parse the XML, insert disablePerformanceAntipatternChecker = "YES" into LaunchAction, and write it back.

    Is there a cleaner way?
     
    yusufdemir2012 and RoyalCoder like this.
  13. yusufdemir2012

    yusufdemir2012

    Joined:
    Dec 21, 2013
    Posts:
    50
    Thanks for your temporary solution. I implemented your solution to post process. Anyone looking for an automated solution can use this. Just create a script with named "PostProcessForFixXcodeCrashBug.cs" in Editor folder and paste the codes below into that script:

    (My suggestion is make sure Xcode app is completely closed before you start the take iOS build from Unity)

    Code (CSharp):
    1. using System.IO;
    2. using UnityEditor.Build;
    3. using UnityEditor.Build.Reporting;
    4. using UnityEngine;
    5. using System.Xml;
    6. using System;
    7.  
    8. public class PostProcessForFixXcodeCrashBug : IPostprocessBuildWithReport
    9. {
    10.     public int callbackOrder
    11.     {
    12.         get { return int.MaxValue - 1; }
    13.     }
    14.  
    15.     public void OnPostprocessBuild(BuildReport report)
    16.     {
    17. #if UNITY_IOS
    18.         if (report == null)
    19.             return;
    20.  
    21.         if (report.summary.result == BuildResult.Succeeded ||
    22.             report.summary.result == BuildResult.Unknown)
    23.         {
    24.             string attributeName = "disablePerformanceAntipatternChecker";
    25.             string xcschemePath = Path.Combine(report.summary.outputPath,
    26.                 "Unity-iPhone.xcodeproj", "xcshareddata",
    27.                 "xcschemes", "Unity-iPhone.xcscheme");
    28.             xcschemePath = xcschemePath.Replace("\\", "/");
    29.             if (File.Exists(xcschemePath))
    30.             {
    31.                 try
    32.                 {
    33.                     bool setAttribute = false;
    34.                     XmlDocument xmlDocument = new XmlDocument();
    35.                     xmlDocument.Load(xcschemePath);
    36.  
    37.                     if (xmlDocument.DocumentElement != null &&
    38.                         xmlDocument.DocumentElement["LaunchAction"] != null)
    39.                     {
    40.                         XmlElement launchAction = xmlDocument.DocumentElement["LaunchAction"];
    41.  
    42.                         if (launchAction.HasAttribute(attributeName))
    43.                         {
    44.                             if (launchAction.GetAttribute(attributeName) != "YES")
    45.                             {
    46.                                 // Change attribute value
    47.                                 setAttribute = true;
    48.                             }
    49.                         }
    50.                         else
    51.                         {
    52.                             // Append attribute
    53.                             setAttribute = true;
    54.                         }
    55.  
    56.                         if (setAttribute)
    57.                         {
    58.                             launchAction.SetAttribute(attributeName, "YES");
    59.                         }
    60.                     }
    61.  
    62.                     if (setAttribute)
    63.                     {
    64.                         xmlDocument.Save(xcschemePath);
    65.                     }
    66.                 }
    67.                 catch (Exception e)
    68.                 {
    69.                     Debug.LogError(e.ToString());
    70.                 }
    71.  
    72.             }
    73.         }
    74. #endif
    75.     }
    76. }
     
  14. josefgrunig

    josefgrunig

    Joined:
    Jan 23, 2017
    Posts:
    62
    Life Saver!
     
    RoyalCoder likes this.
  15. Conerlius2020_4

    Conerlius2020_4

    Joined:
    Apr 29, 2020
    Posts:
    1
    but ,when u used the meta capture 2 analyze the gpu profile,it crash too!
     
  16. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    this should be fixed in 2021.3.17f1
     
    alexmalyutindev likes this.
  17. vuthang

    vuthang

    Joined:
    Mar 7, 2017
    Posts:
    50
    This issue still in unity 2022.2.9
     
  18. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    it should have been fixed in 2022.2.2. Are you sure you have the same issue? Callstack?
     
    Last edited: Mar 21, 2023
  19. vuthang

    vuthang

    Joined:
    Mar 7, 2017
    Posts:
    50
    I run on iphone 13, iphone 12 and this issue capture in xcode. I update to unity 2022.2.11 but nothing changed.
     
  20. vuthang

    vuthang

    Joined:
    Mar 7, 2017
    Posts:
    50
    This is my error
     

    Attached Files:

  21. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    This is absolutely unrelated to this forum thread - in here the crash on startup (before anything is even drawn) was discussed - you crash happens deep in the rendering
     
    vuthang likes this.
  22. vuthang

    vuthang

    Joined:
    Mar 7, 2017
    Posts:
    50
    I get this error in editor when build addressable: Failed to create Physics Mesh from source mesh "xxxx". One of the triangles is too large. It's recommended to tesselate the large triangles. Is this cause crash?
     
  23. vuthang

    vuthang

    Joined:
    Mar 7, 2017
    Posts:
    50
    After I backup my project to unity 2021.2.4, iOS device run normal
     
  24. Tinynine

    Tinynine

    Joined:
    Apr 7, 2023
    Posts:
    3
    I think it has to do with memory
     
  25. snokerbuzz

    snokerbuzz

    Joined:
    Jan 21, 2019
    Posts:
    5
    Hi!
    I am experiencing a similar crash on startup. I am using Unity 2021.3.23f1.
     

    Attached Files:

  26. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    that sounds like it is hitting this exact issue but the bug is supposed to be fixed in 21.3.23
    can you provide more info? what device/ios are you running on?
     
  27. sleeve_wistful

    sleeve_wistful

    Joined:
    Aug 29, 2023
    Posts:
    1
    The issue still persists in a framework built from Unity 2022.3.8f1. Disabling Thread Sanitizer is not a solution, so I hope someone from Unity will pay attention.

    To add to the context: in my case, I intentionally link the framework to my executable at launch-time[1], which is contrary to the proposed way of loading and linking the framework at runtime. I don't want framework vendors to dictate the way I link the framework to my app.

    What this issue exposes is that there are some nasty concurrency bugs in the *framework initialization* process (hence a crash during linkage) which are hidden when the framework is linked during runtime. This means the initialization process is unstable and may cause unpredictable crashes during runtime, which will be very hard to debug when the app is in production.

    Considering the approaching release of VisionPro, I urge the maintainers of the Unity iOS framework to investigate the issue.

    [1] This is because I maintain versioning of all third-party packages through Swift Package Manager. To make this work, I manually wrap the framework in a package. Unfortunately, there is no option to embed and not link the framework this way (which is okay and aligned with iOS development best practices, contrary to the linkage solution proposed by Unity).

    P.S. To properly wrap the framework in SPM, I should manually patch some source files to make the resulting module map semantically correct. This, alongside some other things like the disabled "BUILD_LIBRARY_FOR_DISTRIBUTION" flag, shows that developers responsible for the Unity framework were not aware of the best practices of library distribution on Apple platforms. I urge devs to pay attention to these issues and would be glad to assist if necessary.
     
    twell59 likes this.
  28. snokerbuzz

    snokerbuzz

    Joined:
    Jan 21, 2019
    Posts:
    5
    iPhone 14 Pro, iOS 16.6.1
     
  29. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    I cannot reproduce on latest 21.3 no matter what i try - please bug report with repro project
     
    snokerbuzz likes this.
  30. twell59

    twell59

    Joined:
    Feb 6, 2016
    Posts:
    47
    I HAVE THE SAME PROBLEM in 2023.2.0f.

    1. Adding `import UnityFramework` to the `@main` AppDelegate.swift makes app fail to launch at all.
    2. Removing `import UnityFramework` makes app work.

    PLEASE HELP!!!

    I think one of Unity's packages may be causing this (the latest I added were Cinemachine, 2D Sprite, 2D Pixel Perfect, Etities and URP).

    Xcode: 15.0.1
    MacOS: 14.1.1



     
  31. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    > I HAVE THE SAME PROBLEM in 2023.2.0f.
    i wasn't able to reproduce the issue, can you bug report with *repro project*
    since this is a crash on startup: if you dont want to share the whole project, you can essentially duplicate your project, kill everything and leave just empty scene (sure if you have postprocessors, leave them - i mean we do not quite care about your game content in this case)