Search Issue Tracker
Fixed in 2019.2.X
Fixed in 2018.3.X, 2019.1.X
Votes
1
Found in
2017.4.0f1
2018.3.0b11
Issue ID
1104843
Regression
No
[iOS][Android][.NET 4.x][IL2CPP] Program crashes when creating a Thread informing a max Stack Size equal to or greater than 128k
To reproduce:
1. Download attached project "ThreadStackSizeCrashTestBed.zip" and open in Unity
2. Open "start" scene
3. Set Scripting Runtime Version to .NET 4.x
4. Set Scripting Backend to IL2CPP
5. Build for iOS or Android
6. Deploy the built project to the device
7. Press "256k" or "128k" button
Expected behavior: Xcode prints these logs:
Creating Thread!
Starting Thread!
Printing from a thread!!!!!
Actual behavior: Program crashes
Notes:
- Could not check on Windows Standalone and macOS Standalone because Build fails
- This issue appears on iOS and Android (IL2CPP)
- Stack Trace is shared in Comments section§
- If you use .NET 3.5 or Mono everything works as expected
Tested with:
- iPhone 7 Plus, iOS: 12.0 - Reproduced
- iPhone X, iOS: 11.3.1 - Reproduced
- Samsung Galaxy S8 - Reproduced
Reproduced on Unity 2017.4.0f1, 2017.4.16f1, 2018.2.18f1, 2018.3.0b12 and 2019.1.0a11
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Editor crashes when loading RenderDoc with Graphics API set to OpenGLES2 or OpenGLES3
- [Windows] Development Build with no scenes shows a purple screen when using OpenGLES3 graphics API
- Shader variants take too much memory at runtime
- [HDRP][VFX] Output mesh with default shader is incorrectly sorted before the HDRP fog
- Error "'GamepadSpeakerOutputType' does not exist in the namespace 'UnityEngine'" occurs in the Console when building a project
Add comment