Search Issue Tracker
Fixed
Votes
4
Found in [Package]
Issue ID
1232862
Regression
No
Crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode
Reproduction steps:
1. Open the attached project ("1232862.zip")
2. Update or downgrade URP and VFX and close the project
3. Reopen the project
4. Enter Play mode in scene "Level 2"
Reproducible with: VFX 7.1.8 (2019.3.0f3, 2019.3.2f1), 7.3.1 (2019.3.8f1, 2019.3.9f1), 8.0.1 (2020.1.0b5, 2020.2.0a7), 9.0.0 (2020.2.0a7)
First lines of the stacktrace:
0x00007FF659703143 (Unity) VFXParticleSystem::RenderQuadIndirectCommand
0x00007FF659DDA615 (Unity) BatchRenderer::RenderBatch
0x00007FF659DD01EB (Unity) BatchRenderer::Add
0x00007FF65A20449B (Unity) ScriptableRenderLoopDraw
0x00007FF65A204D6B (Unity) ScriptableRenderLoopJob
Notes:
- The visual effect Unity seems to crash on is "Explosion" as that's the effect that should play after "Missile" GameObjects explode
Comments (1)
-
PieterPaladin
May 08, 2020 15:58
Workaround for this bug (in my project at least) is to make sure a VFX with quad particles is rendered together with a regular ParticleSystem with the main camera at the start of the game. Once you have rendered these you can Destroy them again. After this the game will run fine.
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
- UnityLinker causes crash when outputting snapshot data for very large projects
- Camera Preview does not detect multiple cameras with same GameObject name
- Crash on TypeTreeIterator::Children() when renaming a corrupted asset while Asset Serialization is set to Mixed
- Cameras (Camera.targetDisplay) render only to Display 0 in the Player when Multi-Display setup is used and DX12 API is set
- [Vulkan] _CameraOpaqueTexture produces a feedback effect on Android Adreno devices when using Vulkan
Resolution Note:
Fixed in 2020.2.0a13
Resolution Note:
Fixed in 2019.4.0f1
Resolution Note:
Fixed in 2020.1.0b11