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[UNITY 5.4] [Animation related crash] - AnimationCurveTpl<Vector3f>::EvaluateClamp

Discussion in 'Animation' started by Deleted User, Aug 10, 2016.

  1. Deleted User

    Deleted User

    Guest

    EIDT: Unity version 5.4.0f3

    Hello! We have noticed several more crashes happening in Unity 5.4 compared to Unity 5.3.
    Is there anyone else having the same issues?

    Stack trace -

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

    0x00000001403B534C (Unity) AnimationCurveTpl<Vector3f>::EvaluateClamp
    0x0000000140D405F2 (Unity) Animation::BlendAdditive
    0x0000000140D49C2F (Unity) Animation::SampleInternal
    0x0000000140D49ED1 (Unity) Animation::UpdateAnimation
    0x0000000140D671DF (Unity) AnimationManager::Update
    0x0000000140462ADB (Unity) PlayerLoop
    0x0000000140BD2A05 (Unity) Application::UpdateScene
    0x0000000140BD3F89 (Unity) Application::UpdateSceneIfNeeded
    0x0000000140BDBE54 (Unity) Application::TickTimer
    0x0000000140E3D91E (Unity) FindMonoBinaryToUse
    0x0000000140E3EF4C (Unity) WinMain
    0x00000001415BCA40 (Unity) strnlen
    0x00007FFD57DF8102 (KERNEL32) BaseThreadInitThunk

    ========== END OF STACKTRACE ===========
     
  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    please log a bug with a repro scene showing the crash, the crash did happen a few time to some user but we don't have a good repro project to investigate.
     
  3. Deleted User

    Deleted User

    Guest

    I dont want to upload my 94 gb project really...
     
  4. Mecanim-Dev

    Mecanim-Dev

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    Nov 26, 2012
    Posts:
    1,675
    You don't need to upload the whole project, just export what is necessary to expose the crash.

    There is no way for us to fix the bug if we don't know what is happening.
     
  5. Deleted User

    Deleted User

    Guest

    I don't have time to do that kind of trouble shooting, will probably just downgrade to 5.3's latest patch
     
  6. JohnAquiris

    JohnAquiris

    Joined:
    Aug 15, 2016
    Posts:
    1
    Hi, we are having the same problem with Legacy Animations on Ballistic Overkill.

    Here the stack:

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

    0x00000001403B483C (Unity) AnimationCurveTpl<Vector3f>::EvaluateClamp
    0x0000000140D3F912 (Unity) Animation::BlendOptimized
    0x0000000140D4AFCD (Unity) Animation::SampleInternal
    0x0000000140D4B281 (Unity) Animation::UpdateAnimation
    0x0000000140D686DF (Unity) AnimationManager::Update
    0x000000014046328B (Unity) PlayerLoop
    0x0000000140BD5675 (Unity) Application::UpdateScene
    0x0000000140BD6BF9 (Unity) Application::UpdateSceneIfNeeded
    0x0000000140BDEAB4 (Unity) Application::TickTimer
    0x0000000140E3E90E (Unity) FindMonoBinaryToUse
    0x0000000140E3FF3C (Unity) WinMain
    0x00000001415BD5B0 (Unity) strnlen
    0x0000000076B859BD (kernel32) BaseThreadInitThunk

    ========== END OF STACKTRACE ===========
     
    Deleted User likes this.
  7. Deleted User

    Deleted User

    Guest

    Yes, we are also using legacy animations
     
  8. amilton

    amilton

    Joined:
    Jul 19, 2013
    Posts:
    12
    We figured out that this is related to crossfades in a very specific condition, but couldn't identify which.

    I will try to send our project over the bug report, because it's also very big and require a steam account.
     
  9. DavidGeoffroy

    DavidGeoffroy

    Unity Technologies

    Joined:
    Sep 9, 2014
    Posts:
    542
    There's a fix on the way.

    The bug happens when mixing animations that have "missing" curves (curves that exist in the clip but do not map on anything on the object) with other animations. It causes a mixup between animation states.

    This will sometimes crash (usually if you have invalid curves in one of your animations. Those usually throw out errors or warnings), and will sometime remap your animation curve to something unrelated, and will lead to weird results.

    Fixing your warnings in your clips *might* help, and removing unwanted curves *might* also help, but as I said, the fix for this will come in the next patch, or the one after, depending on QA and release timing.
     
  10. amilton

    amilton

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    Jul 19, 2013
    Posts:
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    That's great to hear, David.

    In some cases, we share animations between different hierarchies. To animate objects that are sometimes in the hierarchy, and sometimes are not, although we don't see any log warning. Clean up the curves is not an option in this case.

    The same animations didn't crash the editor in a clean project, in very similar conditions. We will send the repro project anyway ;)

    Thanks.
     
  11. eskovas

    eskovas

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    Dec 2, 2009
    Posts:
    1,373
    I'm having the same problem with my game when i updated to 5.4.
    I narrowed it down to a specific animation.play(..) in the code, but can't seem to fix it. I've re-imported the fbx, cleaned the warnings, etc, but nothing works.

    Everything else seems to work. It's just this specific animationclip or something that's causing the issue.

    Will be waiting for the fix that is in the works
     
  12. eskovas

    eskovas

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    Dec 2, 2009
    Posts:
    1,373
    Any word on if this problem will be fixed in the next update/patch? Any ETA? I cannot use 5.4 at all while this problem exists :(
     
  13. DavidGeoffroy

    DavidGeoffroy

    Unity Technologies

    Joined:
    Sep 9, 2014
    Posts:
    542
    5.4.0p3 just got released, and the fix didn't make it.
    It will be in 5.4.0p4 (or 5.4.1? I'm not sure at what patch number we roll up the patches into a minor version)

    Looking at the recent history of patches here: https://unity3d.com/unity/qa/patch-releases?page=1, the fix should be there next week, or the week after that, if there is a 5.3.x patch next week.
     
    eskovas likes this.
  14. amilton

    amilton

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    Jul 19, 2013
    Posts:
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    Yay! Tested on 5.4.0p4 and it's working!

    Thanks a bunch.
     
    DavidGeoffroy likes this.