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By Design
Votes
0
Found in
2018.4
2020.1.0a15
Issue ID
1201731
Regression
No
Hard crash on MemoryManager::Deallocate when calling NativeArray.Dispose()
How to reproduce:
1. Open the attached project
2. Open the "SampleScene" scene
3. Enter Play Mode
4. Exit Play Mode
Actual result: Unity hard crashes.
Reproducible with: 2020.1.0a15, 2019.3.0f1, 2019.2.15f1, 2018.4.14f1.
Notes:
- NativeArray doesn't exist in 2017.4.
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Resolution Note:
Just need to change this line:
NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<float>(p, count, Allocator.Persistent);
To this:
NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<float>(p, count, Allocator.Invalid);
Changing the Allocator to Allocator.Invalid. Then the Dispose must be removed entirely.
The code is using the this pointer of a fixed layout struct as the data pointer for a new NativeArray using ConvertExistingDataToNativeArray. This is fine, but ConvertExistingDataToNativeArray doesn't allocate a new buffer, it just interprets the pointer supplied to be the array pointer. This means you need to NOT use an allocator (therefore using Invalid), and definitely don't Dispose. It's crashing because that Dispose is trying to free memory that is actually containing the struct property value on a MonoBehaviour.