Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2020.2.X
Votes
0
Found in
2020.2.0a15
2020.2.0b11
2021.1
Issue ID
1290649
Regression
No
Crash in RenderingCommandBuffer::AddSwitchIntoFastMemory after calling SwitchIntoFastMemory method when CommandBuffer is null
Steps to reproduce:
1. Open attached "fastmemorycrash.zip" project in Unity
2. Open "SampleScene" scene
3. Enter Play mode
Expected result: SwitchIntoFastMemory doesn't cause a crash and/or throws an error instead
Actual result: SwitchIntoFastMemory crashes the Unity editor
Reproduced on: 2020.2.0a15, 2020.2.0b11, 2021.1.0a5
Older versions not tested as feature was introduced in 2020.2.0a15
Notes:
-Crash affects player builds as well
-Calling SwitchOutOfFastMemory method also causes a crash if CommandBuffer is null
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment