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Fixed in 2017.2.0f3
Fixed in 5.6.X, 2017.1.X
Votes
18
Found in
5.6.1f1
Issue ID
912220
Regression
Yes
'Assertion failed: m_HandleManager.IsValidHandle (renderer.m_Handle)' error shown when setting updateWhenOffscreen via script
To reproduce:
1. Open the project, attached by user (SMR.zip)
2. Open "Repro" scene
3. Enter Play mode
4. Observe console
Expected: no error or crashes occur when the updateWhenOffscreen for the SkinnedMeshRenderer is set to true via script
Actual: 'Assertion failed: Assertion failed on expression: 'm_HandleManager.IsValidHandle (renderer.m_Handle)' is shown when setting the updateWhenOffscreen to true via script while object with SkinnedMeshRenderer is inactive
Reproduced in 5.6.1f1, 2017.1.0b6
Did not reproduce in 5.4.5p1, 5.5.3p2
Fixed in 2017.2.0a2
Comments (6)
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Hoorza
Aug 14, 2017 11:29
I am on Unity 2017.1 I get this error, no crashes or problems in editor while using 'private void OnBecameVisible()' . When I will switch to 2017.2, will tell if the error is still there.
MikeHergaarden
Jun 15, 2017 20:20
Our game started crashing as soon as we updated from 5.5 to 5.6.
Reason is a "(wrapper managed-to-native) UnityEngine.SkinnedMeshRenderer:set_updateWhenOffscreen (bool)"
This def. needs to be addressed in 5.6
21312313123321
Jun 03, 2017 17:35
I got the same error when enabling/disabling child objects from a GameObject that had an animated Skinned mesh (aka an Avatar).
Fixed it by disabling the entire gameobject before applying said changes, and re-activating it at the end when finished.
Sigh.
gemisis
May 22, 2017 04:16
Seeing this as well, this seems to be something specific in 5.6 as it only started occurring when updating from 5.5 (no code changes outside of the update).
LeveAnts
May 19, 2017 08:21
I have the exact same error popping up, crashes on android device, the way it is reproduced in my project is I have a system that manages LODs of skinned meshes, the animator of these meshes are set to always animate. the error pops up when I switch from one skinnedMesh to another switching the LODs essentially, also from the log of my android device it crashes and displays these lines:
05-19 10:20:53.145: D/CrashAnrDetector(3586): pid: 26113, tid: 26139, name: UnityMain >>> com.test.medievlatest <<<
05-19 10:20:53.145: D/CrashAnrDetector(3586): #00 pc 0047f518 /data/app/com.test.medievlatest-2/lib/arm/libunity.so (SkinnedMeshRendererManager::HandleUpdateWhenOffscreenChange(SkinnedMeshRenderer&, bool)+120)
05-19 10:20:53.145: D/CrashAnrDetector(3586): #01 pc 0047f48c /data/app/com.test.medievlatest-2/lib/arm/libunity.so (SkinnedMeshRenderer::SetUpdateWhenOffscreen(bool)+36)
05-19 10:20:53.145: D/CrashAnrDetector(3586): b38010b4 9f52179c /data/app/com.test.medievlatest-2/lib/arm/libunity.so (HandleManager::Free(int)+204)
05-19 10:20:53.145: D/CrashAnrDetector(3586): b38010d4 9f2d4184 /data/app/com.test.medievlatest-2/lib/arm/libunity.so (SkinnedMeshRenderer::RendererRemovedFromScene()+48)
05-19 10:20:53.145: D/CrashAnrDetector(3586): b38010dc a05078e0 /data/app/com.test.medievlatest-2/lib/arm/libunity.so
05-19 10:20:53.145: D/CrashAnrDetector(3586): b3801104 9f2d4490 /data/app/com.test.medievlatest-2/lib/arm/libunity.so (SkinnedMeshRenderer::SetUpdateWhenOffscreen(bool)+40)
05-19 10:20:53.145: D/CrashAnrDetector(3586): processName:com.test.medievlatest
05-19 10:20:53.145: D/CrashAnrDetector(3586): broadcastEvent : com.test.medievlatest SYSTEM_TOMBSTONE
something to do with the skinnedmesh's offscreenupdates I guess? it is also reliably reproduced in an asset from the asset store name MeshBaker LOD in the SkinnedMeshSceneMob scene.