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Fixed in 1.3.0-preview.8
Votes
4
Found in [Package]
2019.2
2019.2.9f1
2019.3
Issue ID
1195097
Regression
No
[iOS] iOS player crashes on UnityFramework`::ExecuteJob() at JobsBindings.cpp:381:13 [opt] when running as a server client
How to reproduce:
1. Open the attached TransportIssue.zip project
2. Go to Scenes folder-> open Sample Scene
3. Go to the Hierarchy windown-> select Settings-> go to the Inspector window-> Settings-> disable "Is Server" and save the scene
4. Build for iOS and deploy the Xcode project to the iOS device
===Crash occurs after a 30s===
Reproducible with: 2019.2.13f1, 2019.3.0b12
Reproducible with:
iPad 7th generation (iOS 13.2.2)
iPhone 8 Plus (iOS 12.0)
Notes:
- Could not test on other versions because of the thrown errors
- The original report was that the App crashes while sending packages with iOS client to the server. I could not test that behaviour as the app crashes by its own on my side
Stack trace first lines:
frame #1: 0x00000001052d78dc UnityFramework`___lldb_unnamed_symbol27$$UnityFramework + 2692
* frame #2: 0x00000001048fb8e8 UnityFramework`::ExecuteJob() at JobsBindings.cpp:381:13 [opt]
frame #3: 0x00000001048fabc8 UnityFramework`::ForwardJobToManaged() at JobsBindings.cpp:648:5 [opt]
frame #4: 0x00000001048e9210 UnityFramework`::Exec() [inlined] ExecuteJobFunc at JobQueue.cpp:401:9 [opt]
frame #5: 0x00000001048e9200 UnityFramework`::Exec() at JobQueue.cpp:559 [opt]
frame #6: 0x00000001048ea208 UnityFramework`::WaitForJobGroupID() at JobQueue.cpp:1586:26 [opt]
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Czzzzech
Feb 29, 2020 12:57
I think i have the same. Only on iOS device crash:
Unity: 2019.3.1f1
burst: 1.2.3
entities: 0.5.0-preview.17
jobs: 0.2.3-preview.9
iPad 6th generation
iOS: 13.3.1
Log from thread:
thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x0000000000000000
frame #1: 0x000000010685bbdc UnityFramework`___lldb_unnamed_symbol72$$UnityFramework + 356
frame #2: 0x000000010685ba28 UnityFramework`___lldb_unnamed_symbol71$$UnityFramework + 1940
frame #3: 0x000000010685a618 UnityFramework`___lldb_unnamed_symbol70$$UnityFramework + 21916
frame #4: 0x0000000105b07b74 UnityFramework`ExecuteJob(ManagedJobData*, void (*)(void*, void*, void*, void*, int), int, unsigned char*) + 224
frame #5: 0x0000000105b06e2c UnityFramework`ForwardJobToManaged(ManagedJobData*) + 96
frame #6: 0x0000000105af53a4 UnityFramework`JobQueue::Exec(JobInfo*, long long, int) + 88
frame #7: 0x0000000105af6450 UnityFramework`JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealFlags) + 452
frame #8: 0x0000000105af29fc UnityFramework`CompleteFenceInternal(JobFence&, WorkStealFlags) + 36
frame #9: 0x0000000105e82a30 UnityFramework`JobHandle_CUSTOM_ScheduleBatchedJobsAndComplete(JobFence&) + 108
frame #10: 0x0000000109077f68 UnityFramework`JobHandle_Complete_m5EFD637001D6A9E0528E60C294FCA5354FD1E797 + 788
frame #11: 0x00000001088e25fc UnityFramework`ComponentDependencyManager_CompleteReadAndWriteDependencyNoChecks_m50163DBF6DCDC809EDA9CCDA4302FD171714C0BC + 1792
frame #12: 0x00000001088e1a04 UnityFramework`ComponentDependencyManager_CompleteDependenciesNoChecks_mCC276F942730B22FF2559CB81AB5A97185656F33 + 684
frame #13: 0x00000001088e8d04 UnityFramework`ComponentSystemBase_CompleteDependencyInternal_mCA540A10188C58F09CA829F9B88ACEA2B031EBD7 + 452
frame #14: 0x00000001088e8218 UnityFramework`ComponentSystem_BeforeOnUpdate_m7DA776C89B02A44B6E24B9094CDA4DA5CAD772D4 + 624
frame #15: 0x00000001088ebe0c UnityFramework`ComponentSystem_Update_mAE72864D55CA50D9254DCB6D80778D42EA0EBBAD + 2624
frame #16: 0x00000001088fd4e8 UnityFramework`ComponentSystemGroup_UpdateAllSystems_m85CAF07C55B79B97FA9CC91EAD8998E69588B4A2 + 1872
frame #17: 0x00000001088fbaf8 UnityFramework`ComponentSystemGroup_OnUpdate_m26B237E703EF64AAAA6D539D14A80DA7B8BF2254 + 1032
frame #18: 0x00000001088ebf38 UnityFramework`ComponentSystem_Update_mAE72864D55CA50D9254DCB6D80778D42EA0EBBAD + 2924
frame #19: 0x000000010a703b20 UnityFramework`DummyDelegateWrapper_TriggerUpdate_mCD23D9DDE01C50C4AE3F1E73F1EFC7CB3F0E9C63 + 448
frame #20: 0x0000000109118ca4 UnityFramework`UpdateFunction_Invoke_m6C0E9E5082FCEEF018602FD40A43E613360D410D + 492
frame #21: 0x000000010525de7c UnityFramework`RuntimeInvoker_TrueVoid_t22962CB4C05B1D89B55A6E1139F0E87A90987017(void (*)(), MethodInfo const*, void*, void**) + 20
frame #22: 0x00000001067a680c UnityFramework`il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 116
frame #23: 0x0000000105df9a18 UnityFramework`scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 116
frame #24: 0x0000000105e07fa0 UnityFramework`ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 136
frame #25: 0x0000000105b8421c UnityFramework`ExecutePlayerLoop(NativePlayerLoopSystem*) + 260
frame #26: 0x0000000105b841d0 UnityFramework`ExecutePlayerLoop(NativePlayerLoopSystem*) + 184
frame #27: 0x0000000105b84480 UnityFramework`PlayerLoop() + 380
frame #28: 0x00000001062db17c UnityFramework`UnityPlayerLoopImpl(bool) + 256
frame #29: 0x00000001051c1018 UnityFramework`UnityRepaint + 140
frame #30: 0x00000001051c0ef4 UnityFramework`-[UnityAppController(Rendering) repaintDisplayLink] + 88
frame #31: 0x0000000188eb1130 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 632
frame #32: 0x00000001834b5930 IOKit`IODispatchCalloutFromCFMessage + 488
frame #33: 0x00000001824c18ac CoreFoundation`__CFMachPortPerform + 172
frame #34: 0x00000001824eb07c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
frame #35: 0x00000001824ea7a8 CoreFoundation`__CFRunLoopDoSource1 + 444
frame #36: 0x00000001824e567c CoreFoundation`__CFRunLoopRun + 2168
frame #37: 0x00000001824e4adc CoreFoundation`CFRunLoopRunSpecific + 464
frame #38: 0x000000018c485328 GraphicsServices`GSEventRunModal + 104
frame #39: 0x00000001865f263c UIKitCore`UIApplicationMain + 1936
frame #40: 0x00000001051bf9b0 UnityFramework`-[UnityFramework runUIApplicationMainWithArgc:argv:] + 108
* frame #41: 0x0000000104ce7e1c EtherWars`main(argc=<unavailable>, argv=<unavailable>) at main.mm:26:9 [opt]
frame #42: 0x000000018236e360 libdyld.dylib`start + 4
nicolasgramlich
Jan 31, 2020 01:11
I have almost exactly the same issue. My project works in the Editor & Android, but crashes on iOS:
Unity: 2019.3.06f
burst: 1.2.1
entities: 0.5.1-preview.11
jobs: 0.2.4-preview.11
iPhone: 7
iOS: 12.4.1
```
Thread 7 (crashed)
0 UnityFramework 0x0000000106362434 19a609cfc3f7ffb910dcf8a59b298579
1 UnityFramework 0x00000001063621e0 19a609cfc3f7ffb910dcf8a59b298579
2 UnityFramework 0x00000001057eb324 ExecuteJob(ManagedJobData*, void (*)(void*, void*, void*, void*, int), int, unsigned char*) (JobsBindings.cpp:383)
3 UnityFramework 0x00000001057eb694 ExecuteJobCopyData(ManagedJobData*, void (*)(void*, void*, void*, void*, int), int) (MemoryMacros.h:271)
4 UnityFramework 0x00000001057eaadc ForwardJobForEachToManaged(ManagedJobData*, unsigned int) (Profiler.h:551)
5 UnityFramework 0x00000001057d8ba8 JobQueue::Exec(JobInfo*, long long, int) (JobQueue.cpp:561)
6 UnityFramework 0x00000001057d8e90 JobQueue::ExecuteJobFromHighPriorityStack() (JobQueue.cpp:806)
7 UnityFramework 0x00000001057d9090 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*) (JobQueue.cpp:947)
8 UnityFramework 0x00000001057d8538 JobQueue::WorkLoop(void*) (JobQueue.cpp:1033)
9 UnityFramework 0x0000000105a15240 Thread::RunThreadWrapper(void*) (Thread.cpp:78)
10 libsystem_pthread.dylib 0x00000001afa3d2c0 _pthread_body
11 libsystem_pthread.dylib 0x00000001afa3d220 _pthread_start
12 libsystem_pthread.dylib 0x00000001afa40cdc thread_start
```