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Fixed in 2018.2.X

Votes

55

Found in

5.3.5f1

Issue ID

810188

Regression

No

Disabling UI crashes at GameObject::IsActive

uGUI

-

Steps to reproduce:

1. Open CrashTestDummy.zip project
2. Open SceneA (or SceneB)
3. Click the big button in the middle continuously until the editor crashes.

Reproduced with: 5.3.5p6, 5.4.0b24, 5.5.0a2, 5.6.2f1, 2017.3.0p1, 2018.1.0b2

Comments (45)

  1. WaitingWater

    May 16, 2018 03:45

    Appear in 2017.2.2p3

    ========== OUTPUTING STACK TRACE ==================

    0x000000014025DDC6 (Unity) GameObject::IsActive
    0x00000001417824B5 (Unity) UI::CanvasManager::AddDirtyRenderer
    0x00000001417898EC (Unity) UI::CanvasRenderer::AwakeFromLoad
    0x00000001409911DA (Unity) AwakeFromLoadQueue::InvokeAwakeFromLoad
    0x0000000140992EA1 (Unity) AwakeFromLoadQueue::AwakeFromLoad
    0x000000014025F4EF (Unity) GameObject::ActivateAwakeRecursively
    0x000000014025F8CB (Unity) GameObject::Activate
    0x00000000341285F5 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:SetActive (bool)

  2. Ubiant

    Apr 04, 2018 07:53

    For your information,
    FINALLY ! **hope**
    https://twitter.com/Superpig/status/973784574529605632

  3. hadesfury

    Mar 30, 2018 11:31

    Appear in 2017.2.2p2

    ========== OUTPUTING STACK TRACE ==================

    0x000000014025DDC6 (Unity) GameObject::IsActive
    0x00000001417824B5 (Unity) UI::CanvasManager::AddDirtyRenderer
    0x00000001417898EC (Unity) UI::CanvasRenderer::AwakeFromLoad
    0x00000001409911DA (Unity) AwakeFromLoadQueue::InvokeAwakeFromLoad
    0x0000000140992EA1 (Unity) AwakeFromLoadQueue::AwakeFromLoad
    0x000000014025F4EF (Unity) GameObject::ActivateAwakeRecursively
    0x000000014025F8CB (Unity) GameObject::Activate
    0x00000000341285F5 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:SetActive (bool)

  4. nox_pp

    Mar 28, 2018 23:37

    All day every day in 2017.3.1

  5. yansbc

    Mar 16, 2018 07:59

    same happen on 2017.3, too often tooo

  6. LDballance

    Feb 26, 2018 12:42

    We are using 2017.2.1p3

  7. LDballance

    Feb 26, 2018 12:40

    We have similar issue. Unity often crashes when unloading scenes containing an object with Canvas

    0x0000000141781CDD (Unity) UI::CanvasRenderer::CanvasHierarchyChanged
    0x000000014025BC11 (Unity) MessageHandler::HandleMessage
    0x000000014025C31E (Unity) GameObject::SendMessageAny
    0x00000001407C3C61 (Unity) Transform::BroadcastMessageAny
    0x00000001407C3CDE (Unity) Transform::BroadcastMessageAny
    0x0000000141780570 (Unity) UI::Canvas::RemoveFromManager
    0x000000014039CC4B (Unity) Behaviour::SetEnabled
    0x00000001409163BB (Unity) Scripting::DisableBehaviours
    0x000000014091AE68 (Unity) Scripting::DestroyObjectFromScripting
    0x000000007F2ED88D (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:Destroy (UnityEngine.Object,single)
    0x000000007F2ED777 (Mono JIT Code) [C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineObjectBindings.gen.cs:82] UnityEngine.Object:Destroy (UnityEngine.Object)

  8. luizbenetonkerad

    Feb 22, 2018 14:36

    I can add my log here as well:
    Unity 2017.3.0p3

    This could be related to references to previously destroyed elements.
    This happens when I load a specific scene for the second time.

    I'm trying to isolate it yet.

    Thread 0 (crashed)
    0 libunity.so AndroidNativeCrashReportHandler::SignalHandler(int, siginfo*, void*)
    1 libunity.so NativeRuntimeException::signal_handler(int, siginfo*, void*)
    2 app_process32 <symbols missing for uuid: cde4efb41982b0385d1b0c7132af6e15>
    3 libc.so <symbols missing for uuid: 422e329f5cf8b174a75d082f50e0fc46>
    4 libunity.so GameObject::IsActive() const
    5 libunity.so UI::CanvasManager::AddDirtyRenderer(UI::Canvas*, UI::CanvasRenderer*)
    6 libunity.so UI::CanvasRenderer::AwakeFromLoad(AwakeFromLoadMode)
    7 libunity.so AwakeFromLoadQueue::InvokeAwakeFromLoad(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode)
    8 libunity.so AwakeFromLoadQueue::AwakeFromLoad(AwakeFromLoadMode, bool)
    9 libunity.so GameObject::ActivateAwakeRecursively(DeactivateOperation)
    10 libunity.so GameObject::Activate()
    11 libunity.so GameObject_CUSTOM_SetActive(Il2CppObject*, unsigned char)
    12 libil2cpp.so <symbols missing for uuid: 05acfc9129aa6f383742e19f09ea1e9fb2b86167>
    13 libil2cpp.so <symbols missing for uuid: 05acfc9129aa6f383742e19f09ea1e9fb2b86167>
    14 libil2cpp.so <symbols missing for uuid: 05acfc9129aa6f383742e19f09ea1e9fb2b86167>
    15 libil2cpp.so <symbols missing for uuid: 05acfc9129aa6f383742e19f09ea1e9fb2b86167>
    16 libil2cpp.so <symbols missing for uuid: 05acfc9129aa6f383742e19f09ea1e9fb2b86167>
    17 libunity.so scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
    18 libunity.so ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
    19 libunity.so MonoBehaviour::CallUpdateMethod(int)
    20 libunity.so void BaseBehaviourManager::CommonUpdate<BehaviourManager>()
    21 libunity.so BehaviourManager::Update()
    22 libunity.so InitPlayerLoopCallbacks()::UpdateScriptRunBehaviourUpdateRegistrator::Forward()
    23 libunity.so PlayerLoop()
    24 libunity.so UnityPlayerLoop()
    25 libunity.so nativeRender(_JNIEnv*, _jobject*)

  9. kzyma650

    Feb 13, 2018 01:48

    Happens in 2017.3.0p1. Should not have upgraded versions close to opening beta testing :( . Major issue as well have to just use a third party perf. reporting if this is not fixed.

  10. GDBMain

    Feb 08, 2018 06:38

    0x00000001403BF986 (Unity) GameObject::IsActive
    0x00000001417EA605 (Unity) UI::CanvasManager::AddDirtyRenderer
    0x00000001417F023C (Unity) UI::CanvasRenderer::AwakeFromLoad
    0x0000000140A96ABA (Unity) AwakeFromLoadQueue::InvokeAwakeFromLoad
    0x0000000140A987D1 (Unity) AwakeFromLoadQueue::AwakeFromLoad
    0x00000001403C107F (Unity) GameObject::ActivateAwakeRecursively
    0x00000001403C1456 (Unity) GameObject::Activate
    0x000000003D2F6585 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:SetActive (bool)
    [--My Scripts=>I set active disabled object inside Canvas after set parent--]
    Stack of Crash

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