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Unity 5.6 crashing when I hit play!

Discussion in 'AR/VR (XR) Discussion' started by DrewMedina, Apr 2, 2017.

  1. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    I just updated to Unity 5.6.0f3 and cannot run the game in editor without a hard crash.
    I have the latest Oculus utilities, but this also happened before. I'm developing for GearVR/Android but use the editor to test my game on the Rift. I also notice I cannot check or uncheck "virtual reality supported " but when I do press it debug output says VR enabled, even though it already was. It stays checked no matter how much I click it.
    Thank you!

    Unity Editor [version: Unity 5.6.0f3_497a0f351392]

    OVRPlugin.dll caused an Access Violation (0xc0000005)
    in module OVRPlugin.dll at 0033:43174388.

    Error occurred at 2017-04-01_023204.
    C:\Program Files\Unity56RC1\Editor\Unity.exe, run by me
    35% memory in use.
    16325 MB physical memory [10536 MB free].
    17349 MB paging file [9667 MB free].
    134217728 MB user address space [134214926 MB free].
    Read from location 00000000 caused an access violation.

    Context:
    RDI: 0x7114b298 RSI: 0x711491d0 RAX: 0xfffffc13
    RBX: 0x00000000 RCX: 0x00000000 RDX: 0x133ae828
    RIP: 0x43174388 RBP: 0x133ae870 SegCs: 0x00000033
    EFlags: 0x00010202 RSP: 0x133ae770 SegSs: 0x0000002b
    R8: 0x00085700 R9: 0x00008000 R10: 0x00000000
    R11: 0x133ae3a0 R12: 0x000006f0 R13: 0x00000600
    R14: 0x1e6d0db0 R15: 0x7114a458

    Bytes at CS:EIP:
    48 8b 01 ff 50 50 48 8b 4c 24 40 48 8b 01 ff 50

    Stack:
    0x133ae770: 00000030 00000000 133ae890 00000000 0.........:.....
    0x133ae780: 00000004 00000000 6d8e7a68 00007ffa ........hz.m....
    0x133ae790: 133ae7b0 00000000 00000000 00000000 ..:.............
    0x133ae7a0: 00000030 00000000 00000000 00000000 0...............
    0x133ae7b0: 00000000 00000000 4bc46b20 00000000 ........ k.K....
    0x133ae7c0: 6f15aaf2 4e89d208 9548b49a 9c4fd335 ...o...N..H.5.O.
    0x133ae7d0: 00000001 00000000 133ae8f0 00000000 ..........:.....
    0x133ae7e0: 4bc28d30 00000000 6d8e7a68 00007ffa 0..K....hz.m....
    (clipped)


    Module 1
    C:\Program Files\Unity56RC1\Editor\OpenRL.dll
    Image Base: 0x80000000 Image Size: 0x00c28000
    File Size: 12627992 File Time: 2017-03-30_013322
    Version:
    Company: Imagination Technologies, Inc.
    Product: OpenRL™
    FileDesc: OpenRL™ Library
    FileVer: 1.5.100.10
    ProdVer: 1.5.100.10

    Module 2
    C:\Program Files\Unity56RC1\Editor\OpenRL_pthread.dll
    Image Base: 0x80000000 Image Size: 0x0000f000
    File Size: 50200 File Time: 2017-03-30_013322
    Version:
    Company: Open Source Software community LGPL
    Product: POSIX Threads for Windows LPGL
    FileDesc: MS C 32 bit
    FileVer: 2.9.0.0
    ProdVer: 2.9.0.0

    Module 3
    C:\WINDOWS\SYSTEM32\xinput1_3.dll
    Image Base: 0x00400000 Image Size: 0x0001e000
    File Size: 107368 File Time: 2007-04-04_215422
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® DirectX for Windows®
    FileDesc: Microsoft Common Controller API
    FileVer: 9.18.944.0
    ProdVer: 9.18.944.0

    Module 4
    C:\WINDOWS\SYSTEM32\MSVCR100.dll
    Image Base: 0x77bc0000 Image Size: 0x000d2000
    File Size: 829264 File Time: 2011-06-11_041538
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® Visual Studio® 2010
    FileDesc: Microsoft® C Runtime Library
    FileVer: 10.0.40219.325
    ProdVer: 10.0.40219.325

    Module 5
    C:\WINDOWS\SYSTEM32\MSVCP100.dll
    Image Base: 0x77ca0000 Image Size: 0x00098000
    File Size: 608080 File Time: 2011-06-11_041538
    Version:
    Company: Microsoft Corporation
    Product: Microsoft® Visual Studio® 2010
    FileDesc: Microsoft® C Runtime Library
    FileVer: 10.0.40219.325
    ProdVer: 10.0.40219.325

    Module 6
    C:\Program Files\Bonjour\mdnsNSP.dll
    Image Base: 0x77ec0000 Image Size: 0x00026000
    File Size: 133392 File Time: 2015-08-12_170342
    Version:
    Company: Apple Inc.
    Product: Bonjour
    FileDesc: Bonjour Namespace Provider
    FileVer: 3.1.0.1
    ProdVer: 3.1.0.1


    == [end of error.log] ==
     
    Last edited: Apr 2, 2017
    drmanhattan likes this.
  2. AlizaWenders

    AlizaWenders

    Joined:
    Jun 10, 2015
    Posts:
    2
    Almost the same here, except for mdnsNSP.dll in the end. My project doesn't even use VR, it's turned off in settings. Reverted to 5.5.3 and no problems. Tried 5.6 on another machine, older OS (W8.1), same thing happens. No errors in console, but once I hit Play this happens.
     
  3. joosthos

    joosthos

    Joined:
    Apr 3, 2017
    Posts:
    1
    Same here. Major issues with VR since the .6 releases.
     
  4. terro

    terro

    Joined:
    Nov 10, 2016
    Posts:
    2
    I have problems running project in Editor after 5.6 update too.

    Error:
    *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** Can't add a nil AVCaptureInput'
    abort() called
    terminating with uncaught exception of type NSException
     
    Last edited: Apr 3, 2017
  5. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    287
    What happens if you create a new project without the Oculus Utilities package and turn on Virtual reality support?
     
  6. PatHightree

    PatHightree

    Joined:
    Aug 18, 2009
    Posts:
    275
    I have the same hard crash to desktop upon hitting play as HeadTrip.
    (VR support enabled [oculus,openvr], oculus connected)
    Am not using the oculus utilities package in my project.
    If I create a fresh project with the same settings and press play, no crash happens.
     
  7. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    287
    What version of Unity did you update from and what version of the Oculus App are you running? (You can find it in Settings->General)
     
  8. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    I upgraded from Unity 5.5.2f1 (64-bit) , running "ovr_unity_utilities_1.13.0" but this also happened when I was on Oculus 1.11
     
  9. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    287
    @HeadTrip If you can reproduce this reliably, would you mind submitting a bug report and posting the bug report number so that I can look at the Editor logs and possibly get a call stack. You might just need to restart the Editor and wipe your library folder before starting the Editor again. I believe Oculus distributed a 1.13 override plugin with their Utilities and the Editor might still be using 1.12 from the Unity Editor install. If you do wipe the library, please make a copy of your project before doing so. Clearing the library folder may cause you to have to update your project settings again.
     
  10. shiningsword

    shiningsword

    Joined:
    Apr 5, 2017
    Posts:
    1
    I have been digging into similar issues for couple of days. here is my solution:
    In you text projectsettings.asset file, find the field "use32BitDisplayBuffer":
    change the value from 0 to 1.
     
  11. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    Thanks, I set "Use 32bit display buffer" in player settings and it works, no crash. no file editing, just checked it on
     
  12. PatHightree

    PatHightree

    Joined:
    Aug 18, 2009
    Posts:
    275
    Can confirm, my crash is gone after setting use32BitDisplayBuffer to 1.
    Was upgrading from 5.5.2f1 (x64) as well.
     
  13. dmennenoh

    dmennenoh

    Joined:
    Jul 1, 2015
    Posts:
    379
    Sort of same issue here - upgraded to latest Steam and my project now crashes to desktop upon loading. Reverted to previous steamvr and it's working fine/
     
  14. OnarollStudio

    OnarollStudio

    Joined:
    May 27, 2016
    Posts:
    27
    Same issue here, only we're not using any VR at all.
    We upgraded from 5.5.1p3 and had no problems with that version, after the upgrade to 5.6.0f3 we get a crash when pressing play in our main game scene. I'd create a bug report, but we can't really specify what's causing it and our total project is way too big to upload...
    As we do not use VR, I don't think we have the possibility to use 32bit display buffer. So the fix is not working for us. Anyone has any other ideas?
     
  15. TheLastHylian

    TheLastHylian

    Joined:
    Jan 10, 2013
    Posts:
    10
    ok one out of like 50 times it doesn't crash if you have pause pressed when you hit play.

    here are the errors I'm getting

    D3D11: Failed to create render texture primary RTV (error 0x80070057)

    InitD3D11RenderColorSurface: VRDevice said it created a texture, but the texture is NULL. VR platform drivers may be running with elevated privileges.

    I hope this helps. I need to get back to work on my project.

    UPDATE: changing the use32BitDisplayBuffer to 1 looks like it fixed the crash.
     
    Last edited: Apr 15, 2017
  16. bellicapax

    bellicapax

    Joined:
    Oct 5, 2016
    Posts:
    14
    Got the same error when it accidentally worked once.
     
  17. yoDon

    yoDon

    Joined:
    Aug 29, 2008
    Posts:
    44
    5.6.0f3, Trying to build for HoloLens. Running on Creators Edition of Wn10.

    If either "Virtual Reality Supported" is checked off or "Windows Holographic" is -NOT- listed as an allowed Virtual Reality SDK, the app builds and runs fine as a 2D HoloLens app.

    If Virtual Reality Supported is checked on and Windows Holographic is added as an allowed Virtual Reality SDK, the app crashes with the same Failed to create render texture primary RTV error as other are reporting. Changing the depth format between 16bit and 24bit does not impact whether the crash happens.
     
  18. sonofbryce

    sonofbryce

    Joined:
    May 19, 2009
    Posts:
    111
    Yeah, guess this must be a bug! Just updated to 5.6 and got crash on play no matter what. Turned on "Use 32-bit Display Buffer" under Android (even though I'm not working on an Android build) and now it'll play in the editor without crashing immediately.

    Googling "OVRPlugin.dll caused an Access Violation (0xc0000005)
    in module OVRPlugin.dll at 0033:43174388." led me here.
     
  19. eric-p-hodgson

    eric-p-hodgson

    Joined:
    Feb 13, 2013
    Posts:
    2
  20. BinaryLegend

    BinaryLegend

    Joined:
    Aug 10, 2015
    Posts:
    21
    Started getting this error as well, and it has completely halted production. I checked to see if "use32BitDisplayBuffer" would work, but it was already set to 1 in my Project Settings.

    Code (CSharp):
    1. Unity Editor [version: Unity 5.6.0f3_497a0f351392]
    2.  
    3. Unity.exe caused an Access Violation (0xc0000005)
    4.   in module Unity.exe at 0033:40906a40.
    5.  
    6. Error occurred at 2017-04-21_154656.
    7. C:\Program Files\Unity5.6.0f3\Editor\Unity.exe, run by LogtownDaniel.
    8. 44% memory in use.
    9. 32699 MB physical memory [18059 MB free].
    10. 38331 MB paging file [19416 MB free].
    11. 134217728 MB user address space [134214020 MB free].
    12. Read from location 00000000 caused an access violation.
    Using:
    Windows 10 Professional
    Unity 5.6.0f3
    Oculus Utilities 1.13.0
    Oculus Avatar SDK 1.13.0

    Curiously, it started happening after an asset was imported from a previous version of Unity (5.5.1f1), but even with that asset removed it still crashes Unity. Restarting Unity, the computer, or deleting Library does nothing.
     
  21. KIR99

    KIR99

    Joined:
    Feb 21, 2017
    Posts:
    19
    Hi there i currently have the same issue here, i've looked into the project setting asset file (within Project settings folder) and found the "use32BitDisplayBuffer" field however, i'm unable to find the 0 i need to set it to 1.

    My question is if theres anything i can type to set it towards 1 as its value?
     
  22. BlackPete

    BlackPete

    Joined:
    Nov 16, 2016
    Posts:
    970
    Is the file in binary or text mode? It should be in text mode in order to edit it directly. If it's binary, you might be able to get away with using a hex editor to modify its value, but I haven't tried that.
     
  23. Unconnected42

    Unconnected42

    Joined:
    Jul 26, 2016
    Posts:
    7
    I am also one of those who don't use VR but still have the same issue, except in my case the game does not (usually) crash right away, but soon after starting (basically, the game asks for the player's name, and when it is given, then the crash happens).
     
  24. drmanhattan

    drmanhattan

    Joined:
    Jul 5, 2015
    Posts:
    41
    I had the same crash issue as everyone else here last night. I've just tried the fix to alter the use32BitDisplayBuffer, which seems to work for me, so thank you for the suggestion.

    I also couldn't see the value to change, I had to download a hex editor, this one worked for me @KIR99

    https://www.hhdsoftware.com/free-hex-editor
     
  25. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    356
    Any update how to solve the trouble?
     
  26. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Same issue here. Is there any update to this?
     
  27. novaVision

    novaVision

    Joined:
    Nov 9, 2014
    Posts:
    356
    Try to exclude assets which used in crashed scene 1by1. In my case that was old asset version, and editor.log didn't contain any information about the crash reason.
     
    daisySa likes this.
  28. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Thanks! That fixed the issue.
     
  29. marjan

    marjan

    Joined:
    Jun 6, 2009
    Posts:
    563
    Just experienced this too. Solution: Make sure in Playersettings under Other Settings/Rendering/Color Space it is set to Gamma, not linear. At least this solved the issue when targeting hololens.
     
  30. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Just got it with another asset. Have reverted to 5.5.4 until this is fixed. :(
     
  31. Superhxm

    Superhxm

    Joined:
    Nov 16, 2012
    Posts:
    3
    Just delete the projectSettings.asset file,then crash is gone!
     
    Wzrd10 and daisySa like this.
  32. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Reverting to 5.5.4f1 definitely fixed this for me. I went from several crashes per day to zero just by going back.

    A quick Google shows multiple people having the same issue, with three things in common: (1) access violation, (2) Unity 5.6 and (3) OpenRL.dll in the stack trace.

    Looks like a memory leak in 5.6. You don't need to be using VR to get this issue.
     
    pixelR likes this.
  33. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    I can confirm 1) and 3), but I am using 2017.1 already. And yep, also no relation to VR in my case either. Cannot use Play mode at all. :(
     
    daisySa likes this.
  34. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    Thank you, this actually seems to have resolved the issue for me. After trashing ProjectSettings.asset and rebuilding the project, I've been running 5.6.3f1 for about 15 hours now without a crash.

    Note, simply deleting /Library and rebuilding the project didn't fix it, and neither did setting Use32BitDisplayBuffer to 1. The only thing that worked for me was trashing/recreating ProjectSettings.asset.

    @pixelR, you should give it a try!
     
  35. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    Well, deleting ProjectSettings.asset and letting it be automatically re-created didn't help. As last resort, I deleted the whole Library folder and at the end of re-import/re-serialization/etc. I still got the crash in my affected scene.

    After some experimenting, when I disabled the ootii ActionController scripts on my Player, I could finally enter Play mode again without crashing my scene. Very strange, I have updated that asset as well recently and something must have gone wrong in the process (???).

    (edited to exclude irrelevant info and previous changes...)
     
    Last edited: Aug 22, 2017
  36. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    Well, crash still happens with the same message as before after being in Play mode for 1-2 minutes. The crash log is of no help. Unity support got my project files, logs and is still clueless as the crash cannot be reproduced on their side. :/

    The infamous crash log, the same every time, including mentions of VR module, which is a mystery as i do NOT use VR in my project, it's turned off completely:

    Code (CSharp):
    1. Unity Editor [version: Unity 2017.1.0f3_472613c02cf7]
    2.  
    3. Unity.exe caused an Access Violation (0xc0000005)
    4.   in module Unity.exe at 0033:414ff5ab.
    5.  
    6. Error occurred at 2017-08-26_132804.
    7. G:\Unity 5\Editor\Unity.exe
    8. 68% memory in use.
    9. 8191 MB physical memory [2617 MB free].
    10. 13055 MB paging file [1812 MB free].
    11. 134217728 MB user address space [134211417 MB free].
    12. Read from location 00000098 caused an access violation.
    13.  
    14. Context:
    15. RDI:    0x00000000  RSI: 0x05217360  RAX:   0xc7dd1ad0
    16. RBX:    0x00000000  RCX: 0x8cd970d0  RDX:   0x00000067
    17. RIP:    0x414ff5ab  RBP: 0x00000002  SegCs: 0x00000033
    18. EFlags: 0x00010297  RSP: 0x005d9140  SegSs: 0x0000002b
    19. R8:    0x000000e4  R9: 0x000000e4  R10:   0x43275230
    20. R11:    0x518537a5  R12: 0x00000000  R13:   0x05217380
    21. R14:    0x3b9557f0  R15: 0x00400000
    22.  
    23. Bytes at CS:EIP:
    24. 48 39 bb 98 00 00 00 75 3c 48 8d 0d fd 93 cc 01
    25.  
    26. Stack:
    27. [...]
    28.  
    29. Module 1
    30. G:\Unity 5\Editor\OpenRL_pthread.dll
    31. Image Base: 0x80000000  Image Size: 0x0000f000
    32. File Size:  42496       File Time:  2017-07-07_142120
    33. Version:
    34.    Company:    Open Source Software community LGPL
    35.    Product:    POSIX Threads for Windows LPGL
    36.    FileDesc:   MS C 32 bit
    37.    FileVer:    2.9.0.0
    38.    ProdVer:    2.9.0.0
    39.  
    40. Module 2
    41. G:\Unity 5\Editor\OpenRL.dll
    42. Image Base: 0x80000000  Image Size: 0x00c30000
    43. File Size:  12654592    File Time:  2017-07-07_142120
    44. Version:
    45.    Company:    Imagination Technologies, Inc.
    46.    Product:    OpenRL™
    47.    FileDesc:   OpenRL™ Library
    48.    FileVer:    1.5.100.0
    49.    ProdVer:    1.5.100.0
    50.  
    51. Module 3
    52. C:\WINDOWS\SYSTEM32\xinput1_3.dll
    53. Image Base: 0x00400000  Image Size: 0x0001e000
    54. File Size:  107368      File Time:  2007-04-04_195422
    55. Version:
    56.    Company:    Microsoft Corporation
    57.    Product:    Microsoft® DirectX for Windows®
    58.    FileDesc:   Microsoft Common Controller API
    59.    FileVer:    9.18.944.0
    60.    ProdVer:    9.18.944.0
    61.  
    62. Module 4
    63. C:\WINDOWS\SYSTEM32\MSVCP100.dll
    64. Image Base: 0x6e5d0000  Image Size: 0x00098000
    65. File Size:  608080      File Time:  2011-06-11_011538
    66. Version:
    67.    Company:    Microsoft Corporation
    68.    Product:    Microsoft® Visual Studio® 2010
    69.    FileDesc:   Microsoft® C Runtime Library
    70.    FileVer:    10.0.40219.325
    71.    ProdVer:    10.0.40219.325
    72.  
    73. Module 5
    74. C:\WINDOWS\SYSTEM32\MSVCR100.dll
    75. Image Base: 0x6e670000  Image Size: 0x000d2000
    76. File Size:  829264      File Time:  2011-06-11_011538
    77. Version:
    78.    Company:    Microsoft Corporation
    79.    Product:    Microsoft® Visual Studio® 2010
    80.    FileDesc:   Microsoft® C Runtime Library
    81.    FileVer:    10.0.40219.325
    82.    ProdVer:    10.0.40219.325
    83.  
    84.  
    85. == [end of error.log] ==
    86.  
     
  37. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    I just spotted Patch #5 for Unity 2017.1 from yesterday (25th August) and according to the release notes several crashes have been fixed, including a memory leak problem. I thought I have nothing to lose, gave it a try and now UMA is causing a new kind of error that I haven't seen before:

    Code (CSharp):
    1.  
    2. SkinnedMeshRenderer: Trying to set a mesh ("") that is unfit for use with SkinnedMeshRenderer. Most likely it doesn't have Skin information and/or is only assigned to the renderer during runtime, in which case Unity isn't aware of its use with SkinnedMeshRenderer. Mark the mesh as Readable or assign it to the renderer in the Editor before building.
    3. 0x000000014098B9CB (Unity) StackWalker::GetCurrentCallstack
    4. 0x000000014098EF5F (Unity) StackWalker::ShowCallstack
    5. 0x0000000140D34600 (Unity) GetStacktrace
    6. 0x000000014107A416 (Unity) DebugStringToFile
    7. 0x000000014107ABEC (Unity) DebugStringToFile
    8. 0x0000000140FDD3AC (Unity) SkinnedMeshRenderer::SetMesh
    9. 0x00000000146161D7 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.SkinnedMeshRenderer:set_sharedMesh (UnityEngine.SkinnedMeshRenderer,UnityEngine.Mesh)
    10. 0x0000000014615E4B (Mono JIT Code) [UMADefaultMeshCombiner.cs:97] UMA.UMADefaultMeshCombiner:MakeRenderer (int,UnityEngine.Transform)
    11. 0x0000000014612124 (Mono JIT Code) [UMADefaultMeshCombiner.cs:69] UMA.UMADefaultMeshCombiner:EnsureUMADataSetup (UMA.UMAData)
    12. 0x000000001461023D (Mono JIT Code) [UMADefaultMeshCombiner.cs:118] UMA.UMADefaultMeshCombiner:UpdateUMAMesh (bool,UMA.UMAData,int)
    13. 0x00000000145DFC9E (Mono JIT Code) [UMAGeneratorBuiltin.cs:283] UMA.UMAGeneratorBuiltin:UpdateUMAMesh (bool)
    14. 0x00000000145F4F14 (Mono JIT Code) [UMAGeneratorBuiltin.cs:227] UMA.UMAGeneratorBuiltin:HandleDirtyUpdate (UMA.UMAData)
    15. 0x00000000145F4241 (Mono JIT Code) [UMAGeneratorBuiltin.cs:259] UMA.UMAGeneratorBuiltin:OnDirtyUpdate ()
    16. 0x00000000142DEFDA (Mono JIT Code) [UMAGeneratorBuiltin.cs:133] UMA.UMAGeneratorBuiltin:Work ()
    17. 0x00000000142DE7B8 (Mono JIT Code) [UMAGeneratorBuiltin.cs:98] UMA.UMAGeneratorBuiltin:Update ()
    18. 0x0000000014633224 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    19. 0x00007FF86DDB444F (mono-2.0-bdwgc) [mini-runtime.c:2579] mono_jit_runtime_invoke
    20. 0x00007FF86DFB49E7 (mono-2.0-bdwgc) [object.c:2813] do_runtime_invoke
    21. 0x00007FF86DFBCFBF (mono-2.0-bdwgc) [object.c:2865] mono_runtime_invoke
    22. 0x000000014140A655 (Unity) scripting_method_invoke
    23. 0x00000001414028E1 (Unity) ScriptingInvocation::Invoke
    24. 0x0000000141159BBB (Unity) MonoBehaviour::CallMethodIfAvailable
    25. 0x000000014117205F (Unity) MonoBehaviour::CallUpdateMethod
    26. 0x0000000140DD3A46 (Unity) BaseBehaviourManager::CommonUpdate<BehaviourManager>
    27. 0x0000000140DD467F (Unity) BehaviourManager::Update
    28. 0x00000001410B5773 (Unity) `InitPlayerLoopCallbacks'::`38'::UpdateScriptRunBehaviourUpdateRegistrator::Forward
    29. 0x00000001410B3605 (Unity) PlayerLoop
    30. 0x0000000140108FFE (Unity) Application::UpdateScene
    31. 0x000000014010D35F (Unity) Application::UpdateSceneIfNeeded
    32. 0x00000001401312DF (Unity) Application::TickTimer
    33. 0x0000000141A89A3D (Unity) MainMessageLoop
    34. 0x0000000141A8B34E (Unity) WinMain
    35. 0x0000000141CEF77C (Unity) __tmainCRTStartup
    36. 0x00007FF8A56A2774 (KERNEL32) BaseThreadInitThunk
    37. 0x00007FF8A59F0D51 (ntdll) RtlUserThreadStart
    38.  
    Unity still crashes, but probably because of these errors that keep bombing the Engine in every Update - or so I hope, because it could mean an end to my misery... :)
     
  38. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    Even without UMA characters in my scene I got the crash after 2-3 minutes, so I started to remove other assets from the scene to do some trial&error. At one point I suddenly remembered having experienced a faulty lightmap generation from weeks ago. Around the time when I started to experience my problems.

    I have removed Enviro Dynamic Sky in order to have a very basic lighting setup in my scene then then baked the lightmap and occlusion maps.

    Right now I can stay in Play mode in the Editor for more than 10 minutes without the crash, so the problem seems to have gone, it doesn't happen any more at least when it used to. I will now try to setup Enviro and other removed assets from scratch again and see if the crash happens or not.

    Update: in my case, Enviro 1.9.1 seems to cause the crash. But there are no error messages at all, so this one is a very nasty bug, and I have no idea if it's Enviro-related or Unity's internal problem. :/

    Update #2: I must come to the conclusion that I had somehow several corrupt asset files from various packages in my project and that's why things were breaking at various places in my scene. I'm trying to clean up things by deleting all the recent asset packages from the asset store cache folder, re-download and then re-import them. I'd advise others the same too, should they experience this strange error and if the solutions above, mentioned by others, do not help.
     
    Last edited: Aug 27, 2017
  39. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    I just experienced this issue again while importing Megasplat, which has never given me problems before.

    @pixelR, I'll PM you. Maybe we're both using a specific asset which is causing this.
     
  40. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    Hi, in my case it was a corrupted CTS Terrain Shader asset package that caused the last "round" of problems. After removing CTS from m scene, re-downloading, re-importing and setting it up again the crash is gone. I cannot advise anything wise, except for checking assets that you have (tried) to update lately and re-download/re-import them.
     
    daisySa likes this.
  41. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    5,295
    Unity should never crash, therefore I recommend to submit a bug-report following the advice in this document, to help that this issue does not occur in future Unity releases.

    Using the bug-reporter seems to be an important step, because it makes sure the report is in Unity Technologies bug-tracking pipeline and has to be processed at some point. Using the forum is often used to add to a little more attention to a bug-report, but does not replace submitting such bug-report.

    It's from advantage to attach a project to the bug-report that UT can use to reproduce the issue and test their fix against. The easier an issue can be reproduced by QA, the more likely it is to get forwarded to a developer, who might or might not work on a bug-fix for that at some point.

    After you submitted the bug-report, you receive a confirmation email with a Case number. UT often asks us to post the Case number in the forum thread, which allows them to find that bug-report if they look at your post.

    Following these steps will increase the chance that UT is looking at your issue tremendously.
     
  42. pixelR

    pixelR

    Joined:
    Sep 16, 2013
    Posts:
    52
    I have done all that, attached all files to my bug report and Unity still couldn't reproduce it, probably because they would need to have an exact copy of all the 10GB+ files that my project eats up now.

    If Unity could be a little a more verbose on where actually a bug appears (e.g. which exact file triggers the problem) then it's be easier, but due to technological constraints (or so I've read in another Unity thread incl. Unity developers) it's not always possible ATM.
     
    daisySa and Peter77 like this.
  43. whoa_apps

    whoa_apps

    Joined:
    Apr 23, 2017
    Posts:
    3
    My Debug Report

    1. What happened


    Unity crashes when I hit play in the Editor. It happened immediately after I allowed "Developer Access" to make changes in my Account. I really hope I wasn't hacked. It also happened right after I re-installed Firebase Auth and Messenger. There was (1) File that MacOS Catalina security didn't let through. I'll try to find the name for it. I had to allow (1) file for security in Settings > Privacy. I re-installed Unity Hub. Same issue.



    2. How we can reproduce it using the example you attached

    Do everything I said above. Install Firebase Auth and Messenger dot net 4 using .Net 4.x, ARM64 (that's alot of arms) in Project Settings. 2019.3.15 and 2019.4 crashed the same exact way. iOS Build.
     
    Last edited: Jun 10, 2020
  44. whoa_apps

    whoa_apps

    Joined:
    Apr 23, 2017
    Posts:
    3
    Conspiracy Theory Time: Someone at Unreal started dating someone at Google working on the Firebase Team; COVID lockdown romance. The Unreal Person mentions to the Firebase Person that their going to lose their job if Unreal sales don't pick up. Firebase Person comes to the rescue, plants a rogue file in the Firebase Auth Package that makes Unity Crash. I figured it out.
     
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