Search Issue Tracker
Fixed
Fixed in 2021.3.30f1, 2022.3.7f1, 2023.2.0b4, 2023.3.0a1
Votes
1
Found in
2021.3.4f1
2021.3.11f1
2021.3.28f1
Issue ID
UUM-16258
Regression
Yes
Crash on BurstCompilerService::CompileAsync when opening project
Reproduction steps:
1. Open the user’s attached project
Expected result: The project opens
Actual result: Unity Editor crashes
Reproducible with: 2021.3.2f1, 2021.3.11f1,
Not reproducible with: 2020.3.40f1, 2021.3.1f1, 2022.1.0a1, 2022.1.19f1, 2022.2.0b10, 2023.1.0a13
Reproducible on: Windows 11 Pro 21H2
First lines of the stack trace:
{noformat}0x00007ff7033a83cb (Unity) BurstCompilerService::CompileAsync
0x00007ff7033a891e (Unity) BurstCompilerService::CompileAsync
0x00007ff7033a89f5 (Unity) CompileAsyncDelegateMethod
0x00007ff702c41823 (Unity) BurstCompilerService_CUSTOM_CompileAsyncDelegateMethod
0x000001fd6a5c6cf5 (Mono JIT Code) (wrapper managed-to-native) Unity.Burst.LowLevel.BurstCompilerService:CompileAsyncDelegateMethod (object,string){noformat}
Comments (2)
Add comment
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
unity_320AC700C5AB25D195F1
May 17, 2023 15:39
Update: After I upgraded our Firebase packages and Ironsource SDK version this seemed to be resolved; not sure which package in particular resulted in the fix.
unity_320AC700C5AB25D195F1
May 09, 2023 19:15
Getting this on 2021.3.24f1 as well, running on Mac Apple M1 with MacOS 12.6.4. Workaround seems to be to delete the Burst folder from the PackageCache but this isn't scalable for our wider team.