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Fixed in Unity 2019.1



Found in


Issue ID




Player Attempts to Initialize Physics2D Manager when Physics2D Package is not included in build




Priority: 3Not yet prioritized for a release


Severity: 1Crash, freeze, data loss, work stops

To Reproduce:

1. Create a new project.
2. In Package Manager disable Physics2D package and turn off engine stripping in player settings.
3. Build and run on an iOS device.
4. Observe that the player crashes with:

* frame #0: 0x05a806d0 ...`::Initialize() at PhysicsManager2D.cpp:437 [opt]
frame #1: 0x051269bc ...`::CallInitializeTypes() at TypeManager.cpp:136 [opt]
frame #2: 0x0564e564 ...`::InitializeEngineNoGraphics() at SaveAndLoadHelper.cpp:236 [opt]
frame #3: 0x0566acb4 ...`::PlayerInitEngineNoGraphics() at Player.cpp:384 [opt]
frame #4: 0x05e99e04 ...`::UnityInitApplicationNoGraphics() at [opt]
frame #5: 0x000ba042 ...`::-[UnityAppController application:didFinishLaunchingWithOptions:](self=0x16eb4f20,

the module is never initialised from Physics2DModuleRegistration.cpp, but we still attempt to initialise PhysicsManager2D.cpp from Physics2DSettings. This does not seem to happen with other builtin packages (like Physics etc.)

Reproduced with:
2018.2.8f1, 2018.3.0b2, 2019.1.0a1
iPhone 7+ iOS 11.1.1, iPod Touch 6 iOS 10.2.1

Not reproducible with:
Android, Desktop Standalone

Full call stack attached in the edit below

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