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Under Consideration for 2021.3.X

Votes

3

Found in

2021.3.2f1

Issue ID

UUM-3207

Regression

Yes

[M1] Crash on System.Object:__icall_wrapper_ves_icall_array_new_specific when launching a project

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Reproduction steps:
1. Create a new project and launch it

Reproducible with: 2021.3.0f1, 2021.3.2f1

First few lines of the stacktrace:
at <unknown> <0xffffffff>
at System.Object:__icall_wrapper_ves_icall_array_new_specific <0x00007>
at System.String:SplitKeepEmptyEntries <0x0006f>
at System.String:SplitInternal <0x00267>
at System.String:Split <0x00093>
at System.IO.Path:CanonicalizePath <0x000b3>

Notes:
- Not reproducible on some M1 machines
- A user has noted that it "often crashes at launch from the Hub" and it "often crash multiple times in a row"

Comments (2)

  1. airoll

    Sep 24, 2022 06:27

    I've had this issue with a Windows standalone player (not on a M1 machine) when running multiple instances of my build at the same time (doing multiple environment training with ML Agents). My stack trace is a little different. This was with Unity 2021.3.10 LTS.

    =================================================================
    Managed Stacktrace:
    =================================================================
    at <unknown> <0xffffffff>
    at System.Object:__icall_wrapper_ves_icall_array_new_specific <0x0006d>
    at System.Array:CreateInstance <0x00032>
    at Opsive.Shared.Utility.Serializer:BytesToValue <0x00152>
    at Opsive.Shared.Utility.Serialization:DeserializeFields <0x000fa>
    at Opsive.Shared.Utility.Serializer:BytesToValue <0x0179a>
    at Opsive.Shared.Utility.Serialization:DeserializeFields <0x000fa>
    at Opsive.Shared.Utility.Serialization:DeserializeFields <0x00212>

  2. u7ku

    Sep 02, 2022 11:35

    I've had a similar problem intermittently on an Intel Mac for several months when opening projects with the WebGL platform. My bug report was closed due to lack of a clear repro case. It happens rarely but when it does, it will typically happen multiple times in a row as described. I have to then load the project with iOS and then switch to WebGL in the editor.

    Here's my stacktrace from 2021.3.4: (it's happened with various 2021.3.x versions and macOS 11 and 12)

    #0 0x000001571f3bc2 in GC_is_marked
    #1 0x000001571bf0c6 in mono_push_ephemerons
    #2 0x000001571f2059 in GC_mark_some
    #3 0x000001571f1797 in GC_stopped_mark
    #4 0x000001571f12e8 in GC_maybe_gc
    #5 0x000001571f1dc6 in GC_collect_a_little_inner
    #6 0x000001571f7c12 in GC_alloc_large
    #7 0x000001571f4178 in GC_generic_malloc
    #8 0x000001571f7f61 in GC_malloc_kind_global
    #9 0x000001571bfb58 in mono_gc_alloc_vector
    #10 0x0000015716650e in mono_array_new_specific_checked
    #11 0x00000157166622 in ves_icall_array_new_specific
    #12 0x000001108853cf in (Unknown)
    #13 0x000001557f3683 in Burst.Compiler.IL.DebugInfo.PortablePdbInstance:Initialize (Mono.Cecil.ModuleDefinition,System.Collections.Generic.List`1<string>,System.Action`2<Burst.Compiler.IL.LogMessageType, string>) [{0x7fe7453de3c8} + 0x283] (0x1557f3400 0x1557f394a) [0x14ed7c7e0 - Burst Child Domain]
    #14 0x000001557f111b in Burst.Compiler.IL.DebugInfo.PortablePdbCache:AddEntry (Mono.Cecil.AssemblyDefinition,System.Action`2<Burst.Compiler.IL.LogMessageType, string>) [{0x7fe7453ddec8} + 0x14b] (0x1557f0fd0 0x1557f133a) [0x14ed7c7e0 - Burst Child Domain]
    #15 0x000001557e18db in zzzUnity.Burst.CodeGen.AssemblyLoader:RegisterAssembly (Mono.Cecil.AssemblyNameReference,Mono.Cecil.AssemblyDefinition) [{0x7fe744e12d60} + 0x14b] (0x1557e1790 0x1557e1943) [0x14ed7c7e0 - Burst Child Domain]

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