Search Issue Tracker
Fixed in 2019.2.X
Fixed in 2018.4.X
Editor crashes with CalculateBlendShapeWeights when entering Play Mode with a specific asset in the Scene
How to reproduce:
1. Open the minimal project with link in comment by MingWai
2. Open repro scene
3. Enter Play Mode
2018.3.1f1 - no crash, has error channel.framecount
2018.3.13f1 - no crash, has error channel.framecount
2019.1.0b11 - crash, see stack trace
Not reproducible in:
2018.2.20f1 - no crash, no error
Fixed in: 2019.3.0a3
0x00000001408324DE (Unity) CalculateBlendShapeWeights
0x00000001408651E0 (Unity) SkinnedMeshRenderer::SkinOnGPU
0x0000000140859250 (Unity) SkinnedMeshRenderer::AddAsRenderNode
0x00000001406774C3 (Unity) PrepareRenderNodesOnMainThreadDeprecated
0x000000014067779A (Unity) QueuePrepareIntegrateMainThreadObjects
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Development build hangs when spamming Debug.Log messages to the Console and Autoconnect Profiler is enabled
- Cannot attach or debug the Player when using Rider IDE
- Fields in "Scene Template Pipeline" section look messy
- Can't import asset via Package Manager when it consists of sub-packages and one of them is already imported
- CubemapArrays and Cubemaps take up significantly more memory than on other platforms when working with a Windows project
Nov 18, 2020 16:40
Jan 16, 2020 16:29
We're also seeing this on 2019.1, in the editor even. What was the exact nature of this issue? Is there a possible workaround for this?
In my case, I have a skinned character model being imported from an asset bundle, and causing this crash.
Jul 17, 2019 14:19
Thank you for solving this in 2018.4, but we're gonna need this in the full release 2019.2 as well. Does anyone know when 2019.2 will come out of beta?
Jul 05, 2019 09:31
We are having the same problem on on 2019.1.4f1; In Editor is OK, but crashes on an iOS build with stacktrace.
#0 0x0000000101167344 in ::CalculateBlendShapeWeights() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/MeshBlendShaping.cpp:109
#1 0x0000000101159dc4 in ::SkinOnGPU() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:841
#2 0x000000010115a0d8 in ::SkinMeshImmediate() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:897
#3 0x000000010115a918 in ::AddAsRenderNode() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1180
#4 0x0000000101099b58 in ::PrepareRenderNodesOnMainThreadDeprecated() at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderNodeQueuePrepareContext.cpp:183
#5 0x0000000101098e00 in QueuePrepareIntegrateMainThreadObjects [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderNodeQueuePrepareContext.cpp:326
#6 0x0000000101098ca8 in ::EndRenderQueueExtraction() at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderNodeQueuePrepareContext.cpp:447
#7 0x0000000101099128 in ::ExtractSceneRenderNodeQueue() at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderNodeQueuePrepareContext.cpp:496
#8 0x000000010105dc64 in ::GetOrCreateSharedRendererScene() at /Users/builduser/buildslave/unity/build/Runtime/Camera/CullResults.cpp:270
#9 0x0000000101078230 in ::CustomRender() at /Users/builduser/buildslave/unity/build/Runtime/Camera/Camera.cpp:2978
#10 0x000000010107f96c in Render [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Camera/Camera.cpp:2903
#11 0x000000010107f944 in Render [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Camera/Camera.cpp:2897
#12 0x000000010107f944 in DoRenderScreenCamera [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderManager.cpp:122
#13 0x000000010107f8a4 in ::RenderCameras() at /Users/builduser/buildslave/unity/build/Runtime/Camera/RenderManager.cpp:289
#14 0x00000001011bd860 in ::PlayerRender() at /Users/builduser/buildslave/unity/build/Runtime/Misc/Player.cpp:884
#15 0x00000001011ba854 in ::ExecutePlayerLoop() at /Users/builduser/buildslave/unity/build/Runtime/Misc/PlayerLoop.cpp:281
#16 0x00000001011ba888 in ::ExecutePlayerLoop() at /Users/builduser/buildslave/unity/build/Runtime/Misc/PlayerLoop.cpp:298
#17 0x00000001011baa70 in ::PlayerLoop() at /Users/builduser/buildslave/unity/build/Runtime/Misc/PlayerLoop.cpp:354
Jul 04, 2019 10:17
Update: In Unity 2018.4.3f1 LTS, the iOS crash now gives a different error:
'Execution of the command buffer was aborted due to an error during execution. Caused GPU Hang Error (IOAF code 3)'
Jul 03, 2019 22:00
Any date about when'll this bug fix in 2017.4 LTS? Since Google Play needs ARM64 Android build from August, and our game crashes with this problem in ARM64 build.
Jul 01, 2019 20:07
I can confirm this is not resolved in 2019.2.0b7 (if anything, it's worse).
Jul 01, 2019 18:15
We are having a very similar issue on 2019.1.6f1; project runs fine in editor, but crashes on an iOS build with the above stacktrace.
May 29, 2019 10:35
I am seeing similar issues in Unity 2018.4.0f1 LTS and Unity 2018.4.1f LTS, on both Android and iOS devices. It does not happen for us in Editor, on PC nor Mac. It happens when loading assetbundles that contain 3D models which are displayed. I cannot upload the project, but here are stack traces.
05-28 12:46:37.271: E/MessageQueue(2615): IdleHandler threw exception
05-28 12:46:37.271: E/MessageQueue(2615): java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 000000800605e620
It would be great to have this fix moved into 2018.4 LTS.