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Issue ID




Editor Hard Crash On 64 bit build

Deployment Management


To reproduce:
1. Open attached project 'PrefabBuildTest'
2. Open PrefabBuildTest scene
3. Build and run standalone build
4. Editor crashes

Comments (3)

  1. DrivingSim

    May 27, 2015 22:06

    Turns out this bug is related to serialization according to Unity Engineers and they're working on a fix. Evidently the large amount of serialization in our path node hierarchy caused Unity to crash. The work around was to break up the node hierarchy into two parts and load in the second part additive from another scene. This wasn't simple since I had to re-establish all the node links after the second part was loaded in. However, I was able to get it to work. The project will now build normally.

  2. Guardian2300

    May 21, 2015 23:02

    I believe I'm having this problem also with the latest Unity also happens in 32 bit build as well.. I can build the project but once I get out of main menu to load the next level it always crashes at application.loadlevel. Now I figured out some temp fixes which is delete the library folder or rebuild the project.

  3. DrivingSim

    Apr 10, 2015 17:48

    If space permitted, title should read...Editor Hard Crash On 64 bit Win 7 Stand Alone Build...Unity 5.0 & 5.0.1f1

    As the submitter of this bug, I wanted to give a little more information to others out there who may have the same issue, because I know how it is when you look online and can't get details or find anything related to your problem.

    I narrowed this problem down to a path node hierarchy for AI vehicles made of gameobjects which was 3600+ objects and about 5 levels deep. All of this worked for months in 4.6, but we had to upgrade to Unity 5 because we were hitting the 32bit memory limit. This is for a large Win7 Stand Alone simulation not a game.

    I didn't use a serialized vector array because it was too time consuming at the time to create all the Editor tools for manipulation in the scene...I will likely convert it later. But for now it's a large gameobject hierarchy. This structure in the scene also has several Editor scripts for moving the nodes, drawing gizmos, and paths. After the upgrade everything runs fine in the Editor, but as soon as a went to build a test scene Unity would hard crash.

    Not sure if it's some obscure Unity bug related to the size of the node hierarchy or perhaps the Editor scripts or even related serializations. Hope this helps.

    P.S. Unity responded in one day after bug submission...impressive.

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