Search Issue Tracker

Fixed

Fixed in 6000.5.0b11, 6000.6.0a7

Votes

0

Found in

6000.5.0b1

6000.6.0a6

Issue ID

UUM-142526

Regression

Yes

“InvalidOperationException: Types UnityEngine.EntityId and System.Int32 are different sizes - direct reinterpretation is not possible…” error and warnings are thrown when creating ProBuilder Cube

GPU Resident Drawer

-

Reproduction steps:
1. Create a new project
2. Enable GPU resident drawer on the SRP asset in use
3. Install ProBuilder package (Window Package Management > Package Manager > Unity Registry > ProBuilder) (ProBuilder tested on version 6.0.9)
4. Click on “Create Cube” Tool in the Scene window
5. Click and drag in the Scene window to create a cube
6. Observe the Console

Actual result: “InvalidOperationException: Types UnityEngine.EntityId and System.Int32 are different sizes - direct reinterpretation is not possible…” error and warnings are thrown
Expected result: No errors or warnings are thrown

Reproducible with:  6000.5.0b1, 6000.5.0b9, 6000.6.0a5
Not reproducible with: 6000.4.8f1, 6000.5.0a9

Reproduced on: Windows 11, macOS Tahoe 26.4 (M4)

Note:

  • FAV is in Editor versions
  • Full error:

{code:java}
InvalidOperationException: Types UnityEngine.EntityId and System.Int32 are different sizes - direct reinterpretation is not possible. If this is what you intended, use Reinterpret(<type size>)
Unity.Collections.NativeArray`1[T].CheckReinterpretSize[U] () (at /Users/bokken/build/output/unity/unity/Runtime/Export/NativeArray/NativeArray.cs:747)
Unity.Collections.NativeArray`1[T].Reinterpret[U] () (at /Users/bokken/build/output/unity/unity/Runtime/Export/NativeArray/NativeArray.cs:753)
UnityEngine.Rendering.MeshRendererProcessor.ProcessRendererMaterialAndMeshChanges (Unity.Collections.NativeArray`1[T] excludedRenderers, Unity.Collections.NativeArray`1[T] changedMaterials, Unity.Collections.NativeArray`1[T] changedMaterialDatas, Unity.Collections.NativeArray`1[T] changedMeshes) (at ./Library/PackageCache/com.unity.render-pipelines.core@207bc9c3f481/Runtime/GPUDriven/SceneProcessors/MeshRendererProcessor.cs:115)
UnityEngine.Rendering.WorldProcessor.Update () (at ./Library/PackageCache/com.unity.render-pipelines.core@207bc9c3f481/Runtime/GPUDriven/SceneProcessors/WorldProcessor.cs:146)
UnityEngine.Rendering.GPUResidentDrawer.PostPostLateUpdate () (at ./Library/PackageCache/com.unity.render-pipelines.core@207bc9c3f481/Runtime/GPUDriven/GPUResidentDrawer.cs:667)
UnityEngine.Rendering.GPUResidentDrawer.PostPostLateUpdateStatic () (at ./Library/PackageCache/com.unity.render-pipelines.core@207bc9c3f481/Runtime/GPUDriven/GPUResidentDrawer.cs:565)
{code}

  • Full warnings:

{code:java}
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak {code}
{code:java}
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations. {code}

  1. Resolution Note:

    Fixed in 6000.6.0a7

  2. Resolution Note (fix version 6000.6.0a7):

    Fixed in 6000.6.0a7

  3. Resolution Note (fix version 6000.5.0b11):

    Fixed in 6000.5.0b11

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.