Search Issue Tracker
Duplicate
Votes
0
Found in
6000.0.56f1
Issue ID
UUM-115656
Regression
No
Crash on DynamicBranchState when changing Build Profiles in a specific project
How to reproduce:
1. Open the attached “IN-111435“ project in 6000.0.37f1
2. Open the attached “IN-111435“ project in the version you want to test with (for example, 6000.0.56f1)
3. Navigate to “File > Build Profiles“
4. In the Build Profiles window, change the build profile from “Win (Dev)“ to “XBPC (Dev)“ (Or the opposite)
5. Repeat the last step if needed
6. Observe the crash
Reproducible with: 6000.0.56f1
Not reproducible with: 6000.2.2f1, 6000.3.0a6
Reproducible on: MacOS 15.5 (M4), Windows 11, Windows 10 (by user)
Not reproducible on: No other environments tested
Note: This crash was also reproduced when entering the project or switching Platforms between “macOS“ and “Windows“
First few lines of the stack trace:
{noformat}#0 0x000001054109c4 in DynamicBranchState::PrepareState(unsigned long, keywords::LocalKeywordState const&)
#1 0x00000105436340 in ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const, DynamicBranchState, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const, int, int, ShaderLab::GrabPasses const, ShaderLab::SubPrograms, DeviceRenderStateBlock const, ShaderLab::Pass const, ShaderLab::Pass const)
#2 0x00000104f6e308 in ImageFilters::BlitCommon(ShaderPassContext&, TextureRef, RenderTarget, int, SharedMaterialData const, char const, Shader, int, ImageFilters::BlitFlags, CubemapFace, Vector2f const&, Vector2f const&, bool)
#3 0x00000104f6db6c in ImageFilters::Blit(ShaderPassContext&, Texture, RenderTarget, int, SharedMaterialData const, char const, Shader, int, ImageFilters::BlitFlags, CubemapFace, Vector2f const&, Vector2f const&)
#4 0x00000105146db8 in RenderingCommandBuffer::ExecuteCommandBufferWithState(ShaderPassContext&, RenderNodeQueue&, RenderingCommandBufferState, unsigned int, ComputeQueueType) const
#5 0x00000105140ccc in RenderingCommandBuffer::ExecuteCommandBuffer(ShaderPassContext&, RenderNodeQueue&, unsigned int, core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture>, 0ul>>, ComputeQueueType, RenderTexture) const
#6 0x000001051d3acc in ScriptableRenderContext::ExecuteScriptableRenderLoop(){noformat}
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
Resolution Note:
Duplicate of an already fixed bug
Duplicate of another internal issue: UUM-110692: [INSTABILITY]: RoslynAnalyzersShouldNotReferenceNetStandard2_1