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Under Consideration for 2022.3.X



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Issue ID




Crash on PrepareScriptableLoopObjectData when entering Play Mode and letting the Editor run for a while



Reproduction steps:
1. Open the attached “repro-project“
2. Enter Play Mode
3. Let the scene run for a while

Expected result: The project runs without crashing
Actual result: Unity crashes after running for a while

Reproducible with: 2022.3.18f1

Reproduced on: Windows 11 (64 GB RAM, RTX 4090)
Not reproduced on: Windows 11 Enterprise, Windows 11 Pro, Windows 10

1. The issue reproduces with different graphics APIs (DX11, DX12, Vulkan)
2. CQA could not reproduce the issue

First few lines of the stack trace:
0x00007FF6503B5DE8 (Unity) PrepareScriptableLoopObjectData
0x00007FF6503B581F (Unity) PrepareScriptableDrawRenderersJob
0x00007FF6503E208A (Unity) ujob_execute_job
0x00007FF6503E165D (Unity) lane_guts
0x00007FF6503E4044 (Unity) worker_thread_routine

Comments (3)

  1. Gaucho

    Mar 04, 2024 14:18

    I was having a very similar issue and did open another issue aswell here on the issuetracker. I'm meanwhile pretty confident that i found the issue and you _might_ have the same one as i did. You are posting that you are running a RTX 4090 - so i did i.

    I assume that you have a quite powerful CPU - do you have by chance an Intel I9 13xxx / 14xxx Series?

    When i was running my local project that crashed, i found out that i got some memory corruption related errors in the Windows Event Log, when the error appeared, which - i assumed - was related to either the CPU, the Mainboard or the RAM. After try and error for weeks, i stumbled upon many issues on reddit, stating that the Intel high end Intel CPUs (most likely 13900K, just like i have) have slight stability issues running the max default stock frequency and some postet that they have stability issues in Unreal / Unity games. They suggessted to reduce the frequency to down 2-3 Steps, so i stepped down from x58 (for performance cores) / x55 multiplyer to fixed x53 for all cores right now.

    I am running this configuration since 2-3 Weeks and never had the issue again.

    Would be happy to hear back from you, if this helped you.

    best regards

  2. DarkLiKally

    Feb 29, 2024 07:42

    Addition: It does not happen on my Windows 10 machine with 2 x 2080 Ti, 128 gb ram

    It is the exact same project and exact same editor and project settings. The Windows 11 RTX 4090 machine is crashing, the Windows 10 machine not.

  3. DarkLiKally

    Feb 29, 2024 07:40

    The issue is reproducible with the exact same mentioned tech specs.
    It seems to start occuring, when there are more heavy workloads graphics wise. I.e. when I add multiple Unity Terrains, Some vegetation, Ocean shaders (Crest) and other things into the scene.

    But its sometimes possible to run the Scene for 5-10 minutes, even edit everything and so on without any further issues. every functionality is working fine, until the sudden crash. It is also not required to enter the play mode, it also happens just in the editor.
    It happens when you actively work and also when you just leave the editor open not touching the device at all.

    I can provide you multiple crash logs in case you need it and also crash dumps. I even set up a test project where it is 100 % reproducible. It was already before this ticket submitted to your Support team. Let me know when you need any more information on it.

    here is again the stack trace from my crash a few minutes ago:

    Asset Pipeline Refresh (id=963e5379b1ab3b345a75c6e2a16e881a): Total: 0.055 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    d3d12: upload buffer was full! Waited for COPY queue for 0.506 ms.
    d3d12: upload buffer was full! Waited for COPY queue for 0.500 ms.
    d3d12: upload buffer was full! Waited for COPY queue for 0.561 ms.
    d3d12: upload buffer was full! Waited for COPY queue for 0.608 ms.
    d3d12: upload buffer was full! Waited for COPY queue for 0.551 ms.

      Native Crash Reporting
    Got a UNKNOWN while executing native code. This usually indicates
    a fatal error in the mono runtime or one of the native libraries
    used by your application.


    ========== OUTPUTTING STACK TRACE ==================

    0x00007FF74E475D98 (Unity) PrepareScriptableLoopObjectData
    0x00007FF74E47581F (Unity) PrepareScriptableDrawRenderersJob
    0x00007FF74E4A208A (Unity) ujob_execute_job
    0x00007FF74E4A165D (Unity) lane_guts
    0x00007FF74E4A4044 (Unity) worker_thread_routine
    0x00007FF74E6CF456 (Unity) Thread::RunThreadWrapper
    0x00007FFF2F82257D (KERNEL32) BaseThreadInitThunk
    0x00007FFF3010AA58 (ntdll) RtlUserThreadStart

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