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Bug UnityPlayer.dll! WorldToTile() Crash

Discussion in 'Editor & General Support' started by Trunka, Dec 9, 2020.

  1. Trunka

    Trunka

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    I have been getting a crash lately, looking at it with dmp file. It seems to be Unity's Navmesh that caused this. Project was very near being finished, yet this bug keeps popping up randomly. It may be related to Offmesh links that were auto-generated. Anyone else with the same issue?
     

    Attached Files:

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  2. OndrejP

    OndrejP

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    Same here, please help
     
  3. Trunka

    Trunka

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  4. radiantboy

    radiantboy

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    Yes, this is crashing unity very often for me, any solution? Im on unity 2021.1.12f1, its not fixed.

    edit: trying 2021.2.0b1 will see how it goes.
     
    Last edited: Jun 27, 2021
  5. OndrejP

    OndrejP

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    @radiantboy Are you sure it's still this crash? We've encountered a lot of these, but after upgrading to 2021.1.9f1 reports stopped coming. We're now at 2021.1.12f1, no more errors encountered.

    I can confirm that at least for us, this is fixed.
     
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  6. radiantboy

    radiantboy

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    still crashing here on 2021.1.12f1, might be a slightly different bug :(
     
  7. OndrejP

    OndrejP

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    When it crashes, get "dmp" file, drop it into Visual Studio, click "Debug with Native Only" and check what's on call stack.
     
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  8. radiantboy

    radiantboy

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    Unity 2021.1.12f1:

    LOG:

    ========== OUTPUTTING STACK TRACE ==================
    0x00007FF7B068602A (Unity) WorldToTile
    0x00007FF7B0680B05 (Unity) NavMeshQuery::MoveAlongSurface
    0x00007FF7B0680984 (Unity) NavMeshQuery::MoveAlongSurface
    0x00007FF7B0669CDC (Unity) PathCorridor::MovePosition
    0x00007FF7B06717A6 (Unity) UpdateMoveJob
    0x00007FF7AF47002C (Unity) JobQueue::Exec
    0x00007FF7AF4702EA (Unity) JobQueue::ExecuteJobFromHighPriorityStack
    0x00007FF7AF470876 (Unity) JobQueue::processJobs
    0x00007FF7AF47289F (Unity) JobQueue::WorkLoop
    0x00007FF7AF62D24E (Unity) Thread::RunThreadWrapper
    0x00007FFEFCE37034 (KERNEL32) BaseThreadInitThunk
    0x00007FFEFE6C2651 (ntdll) RtlUserThreadStart

    DMP:

    > Unity.exe!WorldToTile(struct NavMeshTile const &,class Vector3f const &) Unknown
    Unity.exe!NavMeshQuery::MoveAlongSurface(unsigned __int64,class Vector3f const &,class Vector3f const &,class QueryFilter const *,class Vector3f *,unsigned __int64 *,int *,int,class NavMeshNodePool *) Unknown
    Unity.exe!NavMeshQuery::MoveAlongSurface(unsigned __int64,class Vector3f const &,class Vector3f const &,class QueryFilter const *,class Vector3f *,unsigned __int64 *,int *,int) Unknown
    Unity.exe!PathCorridor::MovePosition(class Vector3f const &,class NavMeshQuery const *,class QueryFilter const *) Unknown
    Unity.exe!UpdateMoveJob(struct CrowdInfo *,unsigned int) Unknown
    Unity.exe!JobQueue::Exec(struct JobInfo *,__int64,int,bool) Unknown
    Unity.exe!JobQueue::ExecuteJobFromHighPriorityStack(bool) Unknown
    Unity.exe!JobQueue::processJobs(struct JobQueue::ThreadInfo *,void *) Unknown
    Unity.exe!JobQueue::WorkLoop(void *) Unknown
    Unity.exe!Thread::RunThreadWrapper(void *) Unknown
    kernel32.dll!00007ffefce37034() Unknown
    ntdll.dll!00007ffefe6c2651() Unknown
     
  9. OndrejP

    OndrejP

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    Seems like exactly the same thing as before. Maybe report the issue and include the dmp file so they can easily fix it...
     
  10. radiantboy

    radiantboy

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    Thanks. I wonder why its ok for you guys? Do you use navMeshObstacles, or NavMeshLinks?
     
  11. radiantboy

    radiantboy

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    Argggh....

    new dmp :


    > Unity.exe!winutils::CrashHandler::DefaultSignalHandler(int) Unknown
    Unity.exe!HandleSignal() Unknown
    Unity.exe!_seh_filter_exe() Unknown
    Unity.exe!`__scrt_common_main_seh'::`1'::filt$0() Unknown
    Unity.exe!__C_specific_handler() Unknown
    ntdll.dll!00007ff87a4b217f() Unknown
    ntdll.dll!00007ff87a461454() Unknown
    ntdll.dll!00007ff87a4b0cae() Unknown
    Unity.exe!WorldToTile(struct NavMeshTile const &,class Vector3f const &) Unknown
    Unity.exe!NavMeshQuery::MoveAlongSurface(unsigned __int64,class Vector3f const &,class Vector3f const &,class QueryFilter const *,class Vector3f *,unsigned __int64 *,int *,int,class NavMeshNodePool *) Unknown
    Unity.exe!NavMeshQuery::MoveAlongSurface(unsigned __int64,class Vector3f const &,class Vector3f const &,class QueryFilter const *,class Vector3f *,unsigned __int64 *,int *,int) Unknown
    Unity.exe!PathCorridor::MovePosition(class Vector3f const &,class NavMeshQuery const *,class QueryFilter const *) Unknown
    Unity.exe!UpdateMoveJob(struct CrowdInfo *,unsigned int) Unknown
    Unity.exe!JobQueue::Exec(struct JobInfo *,__int64,int,bool) Unknown
    Unity.exe!JobQueue::WaitForJobGroupID(struct JobGroupID,enum JobQueue::JobQueueWorkStealMode) Unknown
    Unity.exe!CompleteFenceInternal(struct JobFence &,enum WorkStealMode) Unknown
    Unity.exe!CrowdUpdateMultiThreaded(struct ReadonlyCrowdInfo const &,struct UpdateCrowdInfo &,class CrowdManager *,class NavMeshQuery * *,float) Unknown
    Unity.exe!CrowdManager::Update(float,struct CrowdAgentDebugInfo *,int) Unknown
    Unity.exe!NavMeshManager::UpdateCrowdSystem(void) Unknown
    Unity.exe!NavMeshManager::Update(void) Unknown
    Unity.exe!`InitializeNavMeshManager'::`2'::preUpdateAIUpdateRegistrator::Forward() Unknown
    Unity.exe!ExecutePlayerLoop(struct NativePlayerLoopSystem *) Unknown
    Unity.exe!ExecutePlayerLoop(struct NativePlayerLoopSystem *) Unknown
    Unity.exe!PlayerLoop(void) Unknown
    Unity.exe!PlayerLoopController::UpdateScene(bool) Unknown
    Unity.exe!Application::TickTimer(void) Unknown
    Unity.exe!MainMessageLoop() Unknown
    Unity.exe!WinMain() Unknown
    Unity.exe!__scrt_common_main_seh() Unknown
    kernel32.dll!00007ff878607034() Unknown
    ntdll.dll!00007ff87a462651() Unknown
     
  12. OndrejP

    OndrejP

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    Yes, we use both links and obstacles. Do you update NavMeshes during gameplay (when agents are looking for paths)?
    Are you "moving" NavMeshes continously? That would result in RemoveNavMesh, AddNavMeshData being called every frame. There were some issues with that, maybe they only fixed "half" of the problem...not sure.

    We're adding and removing NavMesh parts, but with quite low frequency (once every 10s or so in average).