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Unity editor crash when tweaking blend shapes in SkinnedMeshRenderer::SkinOnGPU

Discussion in 'General Graphics' started by JoeStrout, May 3, 2019.

  1. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,844
    I'm trying to use blend shapes in 2018.3.1, and Unity is crashing consistently with the following:

    Code (csharp):
    1. Application Specific Information:
    2. abort() called
    3.  
    4. Thread 0 Crashed:: tid_307  Dispatch queue: com.apple.main-thread
    5. 0   libsystem_kernel.dylib            0x00007fff633f5b66 __pthread_kill + 10
    6. 1   libsystem_pthread.dylib           0x00007fff635c0080 pthread_kill + 333
    7. 2   libsystem_c.dylib                 0x00007fff633511ae abort + 127
    8. 3   com.unity3d.UnityEditor5.x        0x0000000101050861 HandleSignal(int, __siginfo*, void*) + 81
    9. 4   libmonobdwgc-2.0.dylib            0x0000000145793375 mono_chain_signal + 79
    10. 5   libmonobdwgc-2.0.dylib            0x0000000145664e13 mono_sigsegv_signal_handler + 414
    11. 6   libsystem_platform.dylib          0x00007fff635b3f5a _sigtramp + 26
    12. 7   ???                               000000000000000000 0 + 0
    13. 8   com.unity3d.UnityEditor5.x        0x0000000100bb0bf6 SkinnedMeshRenderer::SkinOnGPU(MatrixArrayJobOutput*, bool) + 1302
    14. 9   com.unity3d.UnityEditor5.x        0x0000000100bb2b11 SkinnedMeshRenderer::UpdateSkinnedMeshes(SkinnedMeshRenderer::UpdateType, dynamic_array<SkinnedMeshRenderer*, 0ul>&) + 1057
    15. 10  com.unity3d.UnityEditor5.x        0x000000010017e949 SkinnedMeshRendererManager::UpdateAllSkinnedMeshes(SkinnedMeshRenderer::UpdateType, dynamic_array<SkinnedMeshRenderer*, 0ul>*) + 297
    16. 11  com.unity3d.UnityEditor5.x        0x0000000100bb1929 SkinnedMeshRenderer::InitializeClass()::PostLateUpdateUpdateAllSkinnedMeshesRegistrator::Forward() + 105
    17.  
    I've searched for bug reports, and while I did find this, that was supposedly fixed in 2018.1.

    Anybody have any idea what could cause this, and how I might work around it?
     
    KyleRLamble and melihk like this.
  2. melihk

    melihk

    Joined:
    Jul 24, 2015
    Posts:
    7
    It's been years but same problem still exist. The solution is disabling gpu skinning/compute skinning.
     
    KyleRLamble likes this.
  3. KyleRLamble

    KyleRLamble

    Joined:
    Jan 13, 2014
    Posts:
    6
    +1, I am constantly having my editor crash due to the SkinnedMeshRenderer. Specifically I am having trouble with the
    SetBlendShapeWeight() method. Even when checking if the sharedMesh property isReadable and ensuring the sharedMesh.blendShapeCount is higher than the blendshape I am modifying. I am running this on start and having a single manager set the appearances to my characters and when doing so they set the blend shapes weights. If I disable that line of code everything is fine. I've also seen my editor crash, when the game is not running, from modifying the blend shape's weight value on one of my characters. It seems like blend shapes and the skinned mesh renderer are unreliable.