Search Issue Tracker
Active
Under Consideration for 2022.3.X
Votes
0
Found in
2022.3.34f1
Issue ID
UUM-74705
Regression
No
[Linux Editor Only] Unity crashes on strtol_l when importing a specific .obj file
*This issue exists only on Linux due to the FBXSDK update not being possible for 2022.3 (See dicsussion on the origional Jira [https://jira.unity3d.com/browse/UUM-42697])*
*To clarify, this issue was resolved by a FBX SDK 2020.3.7 update from Autodesk on the 6000 and later releases yet this fixed release depends on a newer GLibc on Linux than we can support on the Ubuntu version(s) 2022.3 is to be supported. Also due to this we cannot backport to 2021.3 but that is nearing EOL*
How to reproduce:
1. Open the attached “EditorCrashBug” project
2. Drag and drop the attached "TestObj.obj" file to the Asset folder
Reproducible with: 2022.3
Not reproducible with: 2023.3
Reproduced on: Linux
First few lines of the stack trace:
#0 0x007ff81b5d5a88 in strtol_l
#1 0x0000010ae5f834 in fbxsdk::FbxReaderObj::ParseVertexGroup(fbxsdk::FbxObjIndexGroup&, char*)
#2 0x0000010ae5cd2e in fbxsdk::FbxReaderObj::ParseObjFace(fbxsdk::FbxObjFace*, char*, int)
#3 0x0000010ae5ad1f in fbxsdk::FbxReaderObj::Read(fbxsdk::FbxDocument*)
#4 0x0000010ac87204 in fbxsdk::FbxImporter::ImportProcess(fbxsdk::FbxDocument*)
#5 0x00000105dbef7e in UnityFBX::DoImportScene(ImportScene&, ImportSettings const*, ImportMeshSettings*, bool)
Workaround: converting the file to .fbx format before importing will prevent the crash
-------------------------------------------
This bug was introduced during a recent update of the FBX SDK. The SDK is owned and built by Autodesk and they decide when to release a new version.
We found a fix and sent it to them but we don't know when they'll make it available.
We will publish this as soon as we get it but this is sadly out of our control.
Thank you and really sorry about the inconvenience
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [VFX Graph] Base Color Map Inconsistency between Lit and Unlit Ouput
- [HDRP] Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled
- [VFX Graph] Emissive isn't working with Decal output
- Gizmos are not drawn in Game view and Render Graph Execution errors are shown when stacked Overlay Camera is used and 'Compatibility Mode' is disabled
- Crash on WalkTypeTreeInternal when selecting the Texture of a specific FBX
Add comment