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Not Reproducible
Votes
0
Found in
2020.3
2020.3.20f1
2021.2
2022.1
Issue ID
1376088
Regression
No
[GPU PLM] Editor crashes on RadeonRays::IntersectionApi::Delete when generating lighting with Progressive GPU Lightmapper
How to reproduce:
1. Open the user's attached project
2. Open the Lighting window (Window > Rendering > Lighting)
3. Make sure Lightmapper is set to Progressive GPU (Preview)
4. Click Generate Lighting
Expected result: lighting gets generated
Actual result: Editor crashes in the middle of lighting generation
Reproducible with: 2020.3.23f1, 2021.2.3f1, 2022.1.0a15
Could not test with: 2019.4.32f1 (some Lighting Settings are different)
Notes:
- The LightingSettings.asset is called "MainScene"
Stack trace:
0x00007FFEAB003FA9 (KERNELBASE) RaiseException
0x00007FFE911964C0 (VCRUNTIME140) CxxThrowException
0x00007FFE5989FCD7 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE5989F089 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE598947E8 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE59892DF7 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE59892841 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE59893C10 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE59886B0E (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FFE59884172 (radeonrays) RadeonRays::IntersectionApi::Delete
0x00007FF6E20EB10B (Unity) RadeonRaysMeshManager::StoreToGPU
0x00007FF6E20E97FD (Unity) RadeonRaysContextManager::SetSceneStateOnTechnique
0x00007FF6E20F082A (Unity) RadeonRaysBakeLightmapTechnique::AllocateAndInitializeGPUBuffersAndHeavyData
0x00007FF6E208E3D7 (Unity) BakeJobInitializeLightmapData::Execute
0x00007FF6E2077B11 (Unity) ProcessJobs
0x00007FF6E208139A (Unity) BakeContextManager::UpdateFunction
0x00007FF6E206DB15 (Unity) BakeContextManager::DispatchUpdateFunction
0x00007FF6E0C99887 (Unity) Thread::RunThreadWrapper
0x00007FFEAC327C24 (KERNEL32) BaseThreadInitThunk
0x00007FFEADDCD721 (ntdll) RtlUserThreadStart
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Resolution Note (2022.1.X):
With present limitations in the lightmapper design, it will not be possible to bake this type of geometry in a modular way at this density. The only fixes available are therefore to significantly reduce the physical size of the game world or to significantly reduce the tessellation density of the Terrain objects using the "Pixel Error" value in the Terrain settings. This can be applied to all Terrain tiles using the Terrain Toolbox which is already in the project. This may be decreased before baking, and then increased again for rendering.