Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.3.X, 2020.1.X
Votes
3
Found in
2019.2
2019.2.15f1
2020.1
Issue ID
1204885
Regression
Yes
ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit
How to reproduce:
1. Make sure you're running a setup with a processor with a large amount of cores ("AMD Ryzen Threadripper 2990WX 32-Core Processor" for example)
2. Open a new project
Expected result: Project opens up without any problems
Actual result: There are several errors saying 'ManagedJobIndexPool ran out of indices.' in console
Reproducible with: 2019.2; 2020.1
Notes:
- Crashes on exit with the following stack trace:
AtomicStack::Push
ThreadJobIndex::FreeActiveJobIndex
JobQueue::WorkLoop
Thread::RunThreadWrapper
start_thread
clone
Workaround that works in versions 2019.3+:
Decrease the amount of current number of worker threads available to the Unity JobQueue by using this:
https://docs.unity3d.com/2019.3/Documentation/ScriptReference/Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount.html
or launch Unity with this command line argument: '-job-worker-count XXX'
-
jacobgmartin
Jan 17, 2020 18:57
Happens with a 64 core computer too. What should be the limit on -job-worker-count XXX?
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] [Vulkan] Cubes stuck on the first few frames of rotation and application flickering when an Overlay Camera is added to the Camera Stack with MSAA enabled
- Profiling information icon does not update for Light Mode
- [Linux] Type to select functionality is missing for drop down menus
- TextMeshPro calculates Width Compression incorrectly when using certain values in the WD% field
- VFX Graph link contrasts fail WCAG guidelines
Resolution Note (fix version 2020.2):
Fixed in version 2020.2.0a10
Resolution Note (fix version 2020.1):
Fixed in version 2020.1.0b9
Resolution Note (fix version 2019.3):
Fixed in version 2019.3.13f1