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Fixed in Unity 2018.2

Votes

0

Found in

2017.3.0f3

Issue ID

988854

Regression

No

Editor crashes after two Emit() waves with UpdateSizeTpl<0> when Noise module's Size Amount parameter is more than zero

Shuriken

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Priority: 3Not yet prioritized for a release

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Severity: 1Crash or major loss of functionality

To reproduce:
1. Open user's attached project (Particle Test.zip (6 MB), NOT the one attached to the original bug report!)
2. Enter Play mode
3. Double click Emit button (two Emit waves must be alive at the same time)

Expected: editor doesn't crash
Actual: editor crashes with "UpdateSizeTpl<0>"

Reproduced in: 2017.1.3p1, 2017.2.1p4, 2017.3.1p1, 2018.1.0b7

Note1: three conditions needed for crash:
1. Particle System must have Noise module enabled with Size Amount being more than zero
2. Particle System must Emit() particle count that does not have two zeros at the end (ex: 10,25, 101 crashes; 100, 300, 1200 doesn't crash)
3. Second Emit() is executed while first Emit() is still alive

Note2: full stack trace:
0x000000014126D24A (Unity) UpdateSizeTpl<0>
0x00000001412859AC (Unity) NoiseModule::UpdateSize
0x00000001412D8209 (Unity) ParticleSystem::UpdateSizeModules
0x000000014133BDC1 (Unity) ParticleSystem::Emit
0x0000000017882E6D (Mono JIT Code) (wrapper managed-to-native) UnityEngine.ParticleSystem:INTERNAL_CALL_Emit (UnityEngine.ParticleSystem,int)
0x0000000017882D6F (Mono JIT Code) [C:\buildslave\unity\build\artifacts\generated\common\modules\ParticleSystem\ParticleSystemBindings.gen.cs:3922] UnityEngine.ParticleSystem:Emit (int)
0x000000001787D81A (Mono JIT Code) [C:\Users\qa\Downloads\Particle Test\Particle Test\Assets\ParticleController.cs:19] ParticleController:DoEmit ()
0x000000001787D506 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Export\UnityEvent.cs:160] UnityEngine.Events.InvokableCall:Invoke ()
0x000000001787914C (Mono JIT Code) [C:\buildslave\unity\build\Runtime\Export\UnityEvent_0.cs:58] UnityEngine.Events.UnityEvent:Invoke ()
0x0000000017878E0C (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:36] UnityEngine.UI.Button:Press ()
0x0000000017878C3F (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:45] UnityEngine.UI.Button:OnPointerClick (UnityEngine.EventSystems.PointerEventData)
0x0000000017878B0F (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50] UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData)
0x000000001786D1C0 (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261] UnityEngine.EventSystems.ExecuteEvents:Execute<object> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<object>)
0x000000001777E2C6 (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:554] UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData)
0x0000000017771E58 (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:453] UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent (int)
0x0000000017771B09 (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:433] UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent ()
0x000000001776F9FE (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:212] UnityEngine.EventSystems.StandaloneInputModule:Process ()
0x00000000175B5931 (Mono JIT Code) [C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:287] UnityEngine.EventSystems.EventSystem:Update ()
0x00000000156F6F22 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
[snip]

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