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Won't Fix
Votes
0
Found in
5.3.1p2
Issue ID
774662
Regression
No
Crash in s_SkinVertices4Bones_Tangents_NEON_loop when reloading mesh
How to reproduce:
1. Open attached project
2. Build to iOS and run
- There should be two characters displayed in the app
- After a couple of automatic reloads of one of the chracters, the app should crash
- Reproduced in Version 5.3.3p1 (828971bd30e1) on an iPad Mini 3 (iOS8.4.1)
- Could not reproduce with iPad Air 2 (iOS 8.1)
- Could not open project in Version 5.4.0b8 (f1df44d39d69), Version 5.2.4f1 (98095704e6fe)
- Won't fix: issue was fixed by rebuilding assets for a later version of Unity
Comments (4)
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povilas
Jun 29, 2016 21:11
If you still have this issue, please submit a bug report with a reproduction project.
ciprian_facerig
May 27, 2016 08:17
I think we found a work-around but it would be nice to actually see this fixed. The workaround involves not calling Resources.UnloadUnusedAssets() right after the new scene has been loaded. We now call it when the next scene is loaded so basically our app will use twice the memory it needs right now but at least there's no crash.
ciprian_facerig
May 24, 2016 15:27
Just updated to 5.3.5 and the crash is still there. However, it is very odd that even with GPU skinning turned on this CPU side function would be called. I do the GL skinning draw calls so why does it also try to do it on the CPU ? Anyway, I've checked with a different mesh with 220 bones and that one works flawlessly (bones get into an uniform block though).
ciprian_facerig
May 16, 2016 13:40
We're having this issue as well on Unity 5.3.4 on an iPad Air 2 ( iOS 9.3.1 ). We're trying to switch between 2 characters with a large number of skinning bones (~170) under Metal API. In about 2 out of 3 tries it crashes.