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Fixed in 2018.4

Fixed in 2019.1, 2019.2

Votes

0

Found in

2019.1.0b3

2019.1.2f1

2019.2.0a1

Issue ID

1155477

Regression

Yes

Editor crashes with WorldCollision when Spawning Particles

Shuriken

-

How to reproduce:
1. Open the user's project
2. Open the "Scenes/MagicArcher" Scene
3. Enter the Play Mode
4. Open the Scene Window
5. Select all of the grenades on the table
6. Lift them up and drop them

Expected result: Editor does not crash
Actual result: Editor crashes with (Unity) WorldCollision

Reproducible with 2019.1.0b3, 2019.1.4f1, 2019.2.0a4
Not reproducible with 2018.4.1f1, 2019.1.0b2

Could not attempt to reproduce on newer versions than 2019.2.0a4 due compiler errors

Last 5 lines of Stack Trace:
0x00007FF6D122D410 (Unity) WorldCollision
0x00007FF6D122C97D (Unity) CollisionModule::Update
0x00007FF6D11E00BC (Unity) ParticleSystem::StartModules
0x00007FF6D11E03FF (Unity) ParticleSystem::StartParticles
0x00007FF6D11E21AE (Unity) ParticleSystem::Update1b

Comments (4)

  1. C3d2c9f0485260609f6d284a58792bc3?d=mm

    paradizIsCool

    Sep 11, 2019 07:16

    Get this crash with 2018.4.8f1(), previous version with 2018.4.3f was ok

    0 libunity.so 0x000000007f3fdf6c CrashReporting::Android::SignalHandler(int, siginfo*, void*)
    1 libunity.so 0x000000007f19bab4 NativeRuntimeException::signal_handler(int, siginfo*, void*)
    2 app_process32 0x00000000a9bd0f72 <system symbols missing>
    3 libart.so 0x00000000a69de6e6 <system symbols missing>
    4 libc.so 0x00000000a8479450 <system symbols missing>
    5 libunity.so 0x000000007f32fc7c StackAllocator::TryDeallocate(void*)
    6 libunity.so 0x000000007f331a78 MemoryManager::Deallocate(void*, MemLabelId)
    7 libunity.so 0x000000007f53938c dynamic_array<BatchedRaycasts, 0u>::~dynamic_array()
    8 libunity.so 0x000000007f539254 WorldCollision(dynamic_array<BatchedRaycastResult, 0u>&, ParticleSystemUpdateData const&, ParticleSystemParticles const&, CollisionModuleParameters const&, unsigned int, unsigned int, math::float1 const&)
    9 libunity.so 0x000000007f53ab58 CollisionModule::Update(ParticleSystemUpdateData&, ParticleSystemParticles&, unsigned int, unsigned int, math::float1 const&)
    10 libunity.so 0x000000007f04531c ParticleSystem::UpdateModulesPostSimulationIncremental(ParticleSystemUpdateData&, ParticleSystemParticles&, unsigned int, unsigned int, math::float1 const&)
    11 libunity.so 0x000000007f03dbec ParticleSystem::Emit(ParticleSystem*, ParticleSystemUpdateData*, SubEmitterEmitCommand const&)
    12 libunity.so 0x000000007f036dd4 RecordEmit(ParticleSystemEmissionState&, ParticleSystemUpdateData const&, ParticleSystemParticles const&, ParticleSystemSubType, int, unsigned int, float, float, float, float, float)
    13 libunity.so 0x000000007f036ec4 KillParticle(ParticleSystemUpdateData&, ParticleSystemParticles&, unsigned int, unsigned int&)
    14 libunity.so 0x000000007f03d1d8 void ParticleSystem::KillParticles<true, false>(unsigned int&, bool, ParticleSystemUpdateData&, ParticleSystemParticles&, unsigned int, unsigned int*)
    15 libunity.so 0x000000007f03cd10 ParticleSystem::SimulateParticles(ParticleSystemUpdateData&, ParticleSystemParticles&, unsigned int, math::float1 const&, unsigned int*)
    16 libunity.so 0x000000007f04633c ParticleSystem::Update1Incremental(ParticleSystemUpdateData&, ParticleSystemParticles&, float, ParticleSystem::UpdateFlags)
    17 libunity.so 0x000000007f03c350 ParticleSystem::Update1b(ParticleSystemUpdateData&, ParticleSystem::UpdateFlags, int)
    18 libunity.so 0x000000007f03bf3c ParticleSystem::UpdateFunction(ParticleSystemUpdateData*)
    19 libunity.so 0x000000007f679424 JobQueue::Exec(JobInfo*, int, int)
    20 libunity.so 0x000000007f67a380 JobQueue::WaitForJobGroupID(JobGroupID)
    21 libunity.so 0x000000007f2a4a3c CompleteFenceInternal(JobFence&)
    22 libunity.so 0x000000007f044680 ParticleSystem::BeginUpdate(dynamic_array<ParticleSystem*, 0u> const&, float)
    23 libunity.so 0x000000007f0389f4 ParticleSystem::BeginUpdateAll()
    24 libunity.so 0x000000007f27c71c ExecutePlayerLoop(NativePlayerLoopSystem*)
    25 libunity.so 0x000000007f27c754 ExecutePlayerLoop(NativePlayerLoopSystem*)
    26 libunity.so 0x000000007f27c92c PlayerLoop()
    27 libunity.so 0x000000007f199b54 UnityPlayerLoop()
    28 libunity.so 0x000000007f193b38 nativeRender(_JNIEnv*, _jobject*)

  2. Aa5e00a732f885df304311b490caba83?d=mm

    mirasrael

    Aug 14, 2019 05:49

    Also has same issue. It crashes both in game and in editor. It worked fine in 2019.1.8 and then checked in 2019.2, 2019.1.10, 2019.1.12, 2019.1.14 - it fails.

  3. 027371e45aa1365e1f4e42f04c44267a?d=mm

    playemgames

    Aug 02, 2019 09:24

    I can assume this is what is crashing my project as well, as I narrowed it down to a prefab with a particle effect that would crash the scene on opening it. I also saw this happen since 2019.1.9.

  4. 465ca539808c833f1f55c76a34a693b1?d=mm

    robertsze

    Jul 10, 2019 08:27

    Crashes since 2019.1.9, used to work fine before

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