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Won't Fix

Votes

7

Found in [Package]

0.50.1

Issue ID

ECSB-3

Regression

No

[IL2CPP] [Entities] Application crashes with BlobArray related errors when it contains the Entities package

Package: Entity Component System (ECS)

-

How to reproduce:
1. Open the attached Unity project ("1355746_2021.2.0b6.zip")
2. Open the Scene "SampleScene" (Assets -> Scenes)
3. Build and run it on an iOS/Android device

Expected result: the application does not crash
Actual result: the application crashes

Reproducible with: 0.17.0-preview.42 (2020.3.15f2, 2020.3.16f1), 0.50.1-preview.2 (2020.3.35f1)

Reproducible on:
MacOS Player
iPhone 8 Plus (iOS 14.4.2)
iPad 6th generation (iOS 14.4.2)
iPad Air 2 (iOS 11.0.3)

VLNQA00288, Samsung Galaxy J7 (SM-J730F), Android 8.1.0, CPU: Exynos 7 Octa 7870, GPU: Mali-T830
VLNQA00022, Xiaomi Redmi Note 3 (Redmi Note 3), Android 6.0.1, CPU: Snapdragon 617 MSM8952, GPU: Adreno (TM) 510
N/A, Huawei - (NOH-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G78
VLNQA00001, Google Pixel 2 (Pixel 2), Android 11, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00316, Samsung Galaxy Note10 (SM-N970F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76
VLNQA00225, Qualcomm null (SDM845 for arm64), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630

Stack trace:
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xc)
* frame #0: 0x0000000106f8e39c UnityFramework`BlobArray_1_tFF4EEAB993B7CF2727F2A3CDE77227647BD82B8B::get_m_Length_1(this=0x0000000000000008) const at Generics1.cpp:2092:49
frame #1: 0x0000000106f8e420 UnityFramework`BlobArray_1_get_Length_m92F96541C499A9E85D0292630B8B58D837F0E554_inline(BlobArray_1_tFF4EEAB993B7CF2727F2A3CDE77227647BD82B8B*, MethodInfo const*) at Generics1.cpp:49272:34
frame #2: 0x0000000106f8e418 UnityFramework`BlobArray_1_get_Length_m92F96541C499A9E85D0292630B8B58D837F0E554_inline(__this=0x0000000000000008, method=0x000000011a97fc00) at Generics1.cpp:18504
frame #3: 0x0000000108f7f7a0 UnityFramework`::ResourceCatalogData_GetGUIDFromPath_m1DFC599FF027918D5B17B7ACE8367724DD250B7D(__this=0x0000000000000000, ___path0=0x000000011aa689c0, method=0x0000000000000000) at Unity.Scenes.cpp:32631:10
frame #4: 0x0000000108f6909c UnityFramework`::SceneSystem_GetSceneGUID_m3E6EA7E734CC2412113CE37B99AAEB8231716FEC(__this=0x000000011a8cb8a0, ___scenePath0=0x000000011aa689c0, method=0x0000000000000000) at Unity.Scenes.cpp:37520:9
frame #5: 0x0000000108f68df8 UnityFramework`::GameObjectSceneUtility_AddGameObjectSceneReferences_mCA24ACDDBE1FB3CE50403880BFA3FC7D85564C27(method=0x0000000000000000) at Unity.Scenes.cpp:23360:10
frame #6: 0x0000000108d6fd4c UnityFramework`::AutomaticWorldBootstrap_Initialize_m4F061B0E0169BE83532543C686DD702FA0930EF3(method=0x000000011a99a3a8) at Unity.Entities.Hybrid.cpp:21322:3
frame #7: 0x0000000107282420 UnityFramework`RuntimeInvoker_FalseVoid_t700C6383A2A510C2CF4DD86DABD5CA9FF70ADAC5(methodPointer=(UnityFramework`::AutomaticWorldBootstrap_Initialize_m4F061B0E0169BE83532543C686DD702FA0930EF3(const RuntimeMethod *) at Unity.Entities.Hybrid.cpp:21308), methodMetadata=0x000000011a99a3a8, obj=0x0000000000000000, args=0x000000016dd85170)(), MethodInfo const*, void*, void**) at Il2CppInvokerTable.cpp:125768:2
frame #8: 0x0000000107ddb00c UnityFramework`il2cpp::vm::Runtime::Invoke(method=0x000000011a99a3a8, obj=0x0000000000000000, params=<unavailable>, exc=0x000000016dd85240) at Runtime.cpp:568:35 \[opt]
frame #9: 0x000000010777e328 UnityFramework`::scripting_method_invoke() at ScriptingApi_Il2Cpp.cpp:292:48 \[opt]
frame #10: 0x0000000107789b88 UnityFramework`::Invoke() at ScriptingInvocation.cpp:273:23 \[opt]
frame #11: 0x00000001076b4108 UnityFramework`::Execute() \[inlined] Invoke at ScriptingInvocation.h:68:85 \[opt]
frame #12: 0x00000001076b40f4 UnityFramework`::Execute() at RuntimeInitializeOnLoadManager.cpp:247 \[opt]
frame #13: 0x00000001076b403c UnityFramework`::ExecuteInitializeOnLoad() at RuntimeInitializeOnLoadManager.cpp:232:9 \[opt]
frame #14: 0x00000001076b35a4 UnityFramework`::RuntimeInitializeOnSceneLoadedBeforeAwake() at RuntimeInitializeOnLoadManager.cpp:46:17 \[opt]
frame #15: 0x00000001076c79d4 UnityFramework`::Invoke() at CallbackArray.h:405:9 \[opt]
frame #16: 0x00000001076c765c UnityFramework`::CompleteAwakeSequence() at LoadSceneOperation.cpp:0:9 \[opt]
frame #17: 0x00000001076c7950 UnityFramework`::CompletePreloadManagerLoadScene() at LoadSceneOperation.cpp:888:5 \[opt]
frame #18: 0x00000001076c72b4 UnityFramework`::PlayerLoadSceneFromThread() at LoadSceneOperation.cpp:695:5 \[opt]
frame #19: 0x00000001076c7388 UnityFramework`::CompleteLoadFirstScene() at LoadSceneOperation.cpp:726:5 \[opt]
frame #20: 0x00000001076c6f94 UnityFramework`::IntegrateMainThread() at LoadSceneOperation.cpp:402:13 \[opt]
frame #21: 0x00000001076c81ec UnityFramework`::UpdatePreloadingSingleStep() at PreloadManager.cpp:398:16 \[opt]
frame #22: 0x00000001076c8ae0 UnityFramework`::UpdatePreloading() at PreloadManager.cpp:550:18 \[opt]
frame #23: 0x00000001079acf8c UnityFramework`UnityPlayerLoopImpl at LibEntryPoint.mm:296:29 \[opt]
frame #24: 0x0000000106ee98a4 UnityFramework`UnityRepaint at UnityAppController+Rendering.mm:230:9
frame #25: 0x0000000106ee987c UnityFramework`-\[UnityAppController(self=0x00000002810e2380, _cmd="repaint") repaint] at UnityAppController+Rendering.mm:90:9
frame #26: 0x0000000106ee97c8 UnityFramework`-\[UnityAppController(self=0x00000002810e2380, _cmd="repaintDisplayLink") repaintDisplayLink] at UnityAppController+Rendering.mm:71:9
frame #27: 0x00000001a402a640 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 660
frame #28: 0x00000001a40fca20 QuartzCore`display_timer_callback(__CFMachPort*, void*, long, void*) + 276
frame #29: 0x00000001a0e4fb54 CoreFoundation`__CFMachPortPerform + 172
frame #30: 0x00000001a0e73420 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
frame #31: 0x00000001a0e72834 CoreFoundation`__CFRunLoopDoSource1 + 588
frame #32: 0x00000001a0e6c9f4 CoreFoundation`__CFRunLoopRun + 2332
frame #33: 0x00000001a0e6bba0 CoreFoundation`CFRunLoopRunSpecific + 572
frame #34: 0x00000001b7bd1598 GraphicsServices`GSEventRunModal + 160
frame #35: 0x00000001a375d2f4 UIKitCore`-\[UIApplication _run] + 1052
frame #36: 0x00000001a3762874 UIKitCore`UIApplicationMain + 164
frame #37: 0x0000000106ee90b0 UnityFramework`-\[UnityFramework runUIApplicationMainWithArgc:argv:](self=0x0000000283cf8510, _cmd="runUIApplicationMainWithArgc:argv:", argc=1, argv=0x000000016dd87850) at main.mm:96:5
frame #38: 0x000000010207fde4 ECSclean`main(argc=1, argv=0x000000016dd87850) at main.mm:26:9
frame #39: 0x00000001a0b4a568 libdyld.dylib`start + 4

  1. Resolution Note:

    Not building DOTS project in a supported way

Comments (1)

  1. EirikWahl

    May 12, 2022 12:47

    We are experiencing the same bug, and hope this gets fixed soon. In the mean time I would like to share this workaround for iOS, which we use: Build the project in Xcode in "debug" configuration (In Unity build settings: "Run in Xcode as" set to "Debug").

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