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Fixed in 2022.2.X

Votes

0

Found in

2019.4

2020.3

2021.1.28f1

2021.2

2022.1.0a9

2022.2

Issue ID

1396008

Regression

Yes

Editor crashes due to specific LightingData assets when leaving Play Mode

Shadows/Lights

-

How to reproduce:
1. Open the user's attached project
2. Open "LightProbes" Scene
3. Enter Play mode
3. Click the "Transition Scenes" button twice
4. Exit Play Mode

Reproducible with: 2019.4.35f1, 2020.3.27f1, 2021.2.9f1, 2022.1.0a9, 2022.1.0b5, 2022.2.0a2
Not reproducible with: 2019.4.31f1, 2022.1.0a8

Notes:
- Reproducible on Windows 10 and macOS 11.6
- The LightingData assets can be found in "LightProbes_A" and "LightProbes_B" folders

Main thread:
#0 0x00000109fa5ea0 in block_merge_next
#1 0x00000109fa5d0f in tlsf_free
#2 0x0000010814b451 in DynamicHeapAllocator::Deallocate(void*)
#3 0x0000010814782b in DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate(void*)
#4 0x00000108140571 in MemoryManager::Deallocate(void*, MemLabelId const&, char const*, int)
#5 0x00000108317569 in LightProbesManager::Clear()
#6 0x00000108332813 in DidUnloadScene(int)
#7 0x0000010851ba1f in CallbackArray1<int const>::Invoke(int)
#8 0x0000010851c40d in RuntimeSceneManager::UnloadAllScenesWithoutDestroyingGameObjects(void (*)(UnityScene&))
#9 0x000001084f59fe in LoadSceneOperation::CompleteAwakeSequence()
#10 0x000001084f53f1 in LoadSceneOperation::CompletePreloadManagerLoadSceneEditor()

Render thread:
#0 0x00000107f3e16e in GetBarycentricCoordinatesForOuterCell(Vector3f const**, dynamic_array<Vector3f, 0ul> const&, Vector3f const&, Tetrahedron const&, Vector4f&)
#1 0x00000107f3988d in LightProbes::LightProbeData::GetLightProbeInterpolationWeights(Vector3f const&, int&, Vector4f&) const
#2 0x00000107fe9a5b in CalculateLightProbeSamplingCoordinates(LightProbeContext const&, Vector3f const&, int, LightProbeSamplingCoordinates&)
#3 0x00000107f01d1b in BaseRenderer::FlattenProbeData(PPtr<Transform>, int&, short, LightProbeContext const&, RenderNode&)
#4 0x000001081444e6 in void PrepareMeshRenderNodes<true>(RenderNodeQueuePrepareThreadContext&)
#5 0x00000107f6c2fe in ExecuteRenderQueueJob(RenderNodeQueuePrepareContext*, unsigned int)
#6 0x000001081e296d in JobQueue::Exec(JobInfo*, long long, int, bool)
#7 0x000001081e2ef5 in JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool, bool)
#8 0x000001081e47f7 in JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealMode)
#9 0x000001081e0df8 in CompleteFenceInternal(JobFence&, WorkStealMode)
#10 0x00000107f6c6e8 in EndRenderQueueExtraction(RenderNodeQueuePrepareContext*, dynamic_array<CustomCullResult*, 0ul> const&, JobBatchDispatcher&)

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