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UWP x86 crash on boot

Discussion in 'Windows' started by thehen2, Jun 5, 2017.

  1. thehen2

    thehen2

    Joined:
    Apr 1, 2014
    Posts:
    54
    Hi all,

    We failed cert due to crashing on x86 Windows on boot (x86 builds on x64 Windows are fine).

    This is all we have in the log:

    Code (csharp):
    1.  
    2. Module information:
    3. Built with Compiler Ver '190023026'
    4. Built from '5.3/release' branch
    5. Version is '5.3.6f1 (29055738eb78)'
    6. Release build
    7. Application type 'D3D11'
    8. Used 'UWP'
    9. GfxDevice: creating device client; threaded=0
    10. Disabling Low Latency presentation API.
    11. Direct3D:
    12.     Version:  Direct3D 11.0 [level 11.0]
    13.     Renderer: Microsoft Basic Render Driver (ID=0x8c)
    14.     Vendor:   Microsoft
    15.     VRAM:     1023 MB
    16. Initialize engine version: 5.3.6f1 (29055738eb78)
    17. Overflow in memory allocator.
    18. (Filename:  Line: 1087)
    19.  
    Has anyone had this issue before?
     
  2. thehen2

    thehen2

    Joined:
    Apr 1, 2014
    Posts:
    54
    So I can now debug into an x86 virtual machine, and I'm getting the following unhandled exception:
    Edit ->

    I loaded the symbols and got the following callstack:

     
    Last edited: Jun 5, 2017
  3. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,645
    Can you capture a crash dump and send it my way by clicking Debug -> Save Dump As... while on this callstack?
     
  4. thehen2

    thehen2

    Joined:
    Apr 1, 2014
    Posts:
    54
    Thanks, sent :)
     
  5. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,645
    It looks like you're hitting a crash because your VM is configured to only have 1 core. There used to be a bug in Unity where UWP applications crashed on single core machines - we discovered it last July. It has been fixed in all Unity versions starting 5.4. I know that doesn't help you, since you're on 5.3... but realistically, there aren't almost any single core machines out there, with the exception of VMs that you configure that way.

    Is this the exact same crash your customers were facing?
     
  6. thehen2

    thehen2

    Joined:
    Apr 1, 2014
    Posts:
    54
    Great, thanks for the info. I can get it to launch by increasing the cores on the VM, so looks like that was a red herring.

    So, looks like I can debug remotely through VS onto the VM with no issues.

    However the packages still crash on load. Below is my output log:

    Happy to send over a build if that helps.

    Thanks!
     
  7. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,645
    This looks like a build issue more than a 32-bit issue. Are you using Unity C# projects option in the build settings? Did you modify the visual studio project in any way after unity produced it?

    I'd try disabling "Unity C# projects" option and then build to an empty folder. It would at least tell you if that's the thing that's causing the issue.
     
  8. thehen2

    thehen2

    Joined:
    Apr 1, 2014
    Posts:
    54
    You're right, disabling "Unity C# projects" produces errors. Errors are related to Xbox Live stuff so I'll PM you.