Search Issue Tracker
Assertion logs in release build with ForceEnableAssertions are missing some stack frames
Steps to reproduce:
1. Open the project attached
2. Build it on Standalone with developer mode enabled
3. Run the built application
4. Press button "1"
5. Observe the text on the application
Results: a stack trace generated by user's custom class is generated first, followed by stack trace of Unity, called by OnLogMessageReceivedThreaded(string, string, LogType)
OnLogMessageReceivedThreaded has fewer stack frames than the custom class (see attached "image1.PNG")
Expected: stack traces are the same.
Reproduced on versions: 5.5.2p2, 5.6.0f1, 2017.1.0a3
Reproduced using: iPhone 7 iOS 10.1, Xcode 8.3 beta; Samsung Galaxy S6 Edge, Android 6.0.1, macOS 10.12
Could not reproduce on: 5.4.5f1 (can't downgrade)
User has created Editor script for building to iOS and Android with ForceEnableAssertions flag. Use it for testing on iOS/Android builds
On android build the stack trace returned by OnLogMessageReceivedThreaded(string, string, LogType) is completely empty, while user's custom class returns the same path as in iOS
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Crash on GC_push_stack_for when using Profiler and Profiler.BeginThreadProfiling
- "Open Download Page" button in UWP build window links to a dead link
- Crash when reloading shader
- Cancelling the import of a package doesn't let you simply cancel the import, only continue or close the whole Editor
- RawImage creates error message Assertion failed on expression: 'texture->GetDimension() == kTexDi when using 2D Array Textures