Search Issue Tracker
Won't Fix
Won't Fix in 2020.3.X
Votes
1
Found in
2020.3.37f1
Issue ID
UUM-11127
Regression
No
Crash on tlsf_free when entering Play mode
Reproduction steps:
1. Open the user’s attached project “Bullet_Hell.zip“
2. Enter Play mode
Expected result: The Editor does not crash
Actual result: The Editor crashes
Reproducible with: 2020.3.37f1
Could not test with: 2021.3.6f1, 2022.1.10f1, 2022.2.0b2, 2023.1.0a2 - due to errors in the Console when upgrading the project (not able to enter Play mode)
Reproduced on: Windows 10 Pro
First few lines of the stack trace:
0x00007ff77ba76b04 (Unity) tlsf_free
0x00007ff779b2c5b7 (Unity) DynamicHeapAllocator::Deallocate
0x00007ff779b28a15 (Unity) DelayedPointerDeletionManager::CleanupPendingMainThreadPointers
0x00007ff779b28226 (Unity) DualThreadAllocator<DynamicHeapAllocator>::Allocate
0x00007ff779b22355 (Unity) MemoryManager::Allocate 0x00007ff779b219fb (Unity) operator new
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The issue was in the user's code and was caused by the JobHandle variable being created inside the OnUpdate method, causing it to lose reference to the original Job on the next frame and resulting in an error when attempting to access the modified data. The issue was fixed by creating a NativeArray at the class/SystemBase level to hold the JobHandle across frames.
Resolution Note (2020.3.X):
The issue was in the user's code and was caused by the JobHandle variable being created inside the OnUpdate method, causing it to lose reference to the original Job on the next frame and resulting in an error when attempting to access the modified data. The issue was fixed by creating a NativeArray at the class/SystemBase level to hold the JobHandle across frames.