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Duplicate

Duplicate in 6000.6.X

Votes

1

Found in

6000.4.2f1

6000.5.0b3

6000.6.0a2

Issue ID

UUM-139283

Regression

No

Freeze/Crash on core::base_hash_set when compiling shader variants during a build of a specific project

Shader System

-

Steps to reproduce:
1. Open the "new users attached project"
2. Navigate to File > Build and Run
3. After ~15 minutes, observe the Editor crash or freeze

Reproducible with versions: 6000.4.0a4, 6000.4.2f1, 6000.5.0b3 (crash), 6000.6.0a5 (freeze)
Not reproducible with versions: 6000.0.72f1, 6000.3.13f1, 6000.4.0a3

Reproducible on: macOS 15.7.5 (M1 Max), Windows 10 (user’s)
Not reproducible on: no other environment tested

Notes:
- none of the Scenes in the Scene List need to be selected for the crash to occur

First few lines of StackTrace:
0x00007FFD1593F73D (Unity) core::base_hash_set<core::pair<unsigned short const ,core::vector<TextCore::OTL_Lookup,core::allocator<TextCore::OTL_Lookup,0> >,1>,core::hash_pair<core::hash<unsigned short>,unsigned short>,core::equal_pair<std::equal_to<unsigned short>,unsigned short> >::resize
0x00007FFD15E3D148 (Unity) core::base_hash_set<keywords::LocalKeywordState,core::hash<keywords::LocalKeywordState>,std::equal_to<keywords::LocalKeywordState> >::insert<keywords::LocalKeywordState & __ptr64>
0x00007FFD15E418F2 (Unity) ShaderCompilation::PrepareStageVariantsForSinglePlatform
0x00007FFD15E42707 (Unity) ShaderCompilation::PrepareVariantsAndRunCompilation
0x00007FFD15E2572C (Unity) ShaderCompilation::Compile

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.

    There is a workaround for this issue: The root cause for this problem is that the project includes some SRP shaders without having corresponding renderpipeline assets configured in the quality settings. This prevents the variant prefiltering from working correctly and thus the build system tries to evaluate the full variant space, which is too large to successfully process in many system setups. To fix the issue, please either remove the SRP shaders from the project if built-in rendering is being used. Alternatively configure the renderpipeline assets in the quality settings to ensure the SRP shaders are processed correctly.

    We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.

    Thank you for helping us improve Unity!

  2. Resolution Note (6000.6.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.

    There is a workaround for this issue: The root cause for this problem is that the project includes some SRP shaders without having corresponding renderpipeline assets configured in the quality settings. This prevents the variant prefiltering from working correctly and thus the build system tries to evaluate the full variant space, which is too large to successfully process in many system setups. To fix the issue, please either remove the SRP shaders from the project if built-in rendering is being used. Alternatively configure the renderpipeline assets in the quality settings to ensure the SRP shaders are processed correctly.

    We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.

    Thank you for helping us improve Unity!

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