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Fixed in 1.1-preview
Found in [Package]
Crash on executing code with an Input System call, which doesn't crash when executing it with a legacy input system call
1. Open the attached project ("1242406.zip") or import the attached "CrashScene.unitypackage" to any project and install Input System through Package Manager
2. Open "Game" Scene
3. Enter Play mode and keep clicking "UpArrow" button
4. If the crash didn't happen, repeat step 3
Reproducible with: 2019.3.0b5, 2019.3.16f1, 2020.1.0f1, 2020.2.0a19 (Input System 0.9.1-preview, 1.0.0)
Not reproducible with: 2019.1.14f1, 2019.2.21f1
Couldn't test with 2019.3.0a1-2019.3.0b4 due to this (and other) errors:
"Library\PackageCache\firstname.lastname@example.org\InputSystem\Editor\Internal\EditorHelpers.cs(52,27): error CS0117: 'AssetDatabase' does not contain a definition for 'MakeEditable'"
- The crash happens when entering or exiting Play mode or when placing the blocks in Play mode, stacktraces vary with every crash
- Sometimes assertion failures and error like these show up:
1. Assertion failed on expression: 'm_InstanceID != InstanceID_None'
2. Failed to erase object from ms_IDToPointer. It was not part of the set.
3. Transform has 'Renderer::kSystemParentHierarchy' hierarchy interests present when destroying the hierarchy. Interests must be deregistered in Deactivate.
- Disabling "Grid", "GridFactory" and "DoubleBlockFactory" GameObjects make the crash reproduce faster, but I'm not sure if it's the exact same crash (after comparing editor logs, seems similar)
- Pressing "Space" button executes the same code, but is called through legacy input system in Update method of DoubleBlockController script, doesn't crash. If that same code is called using Input System, it crashes
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [HDRP] SUCCEEDED(hr) error is thrown when the project's Shadows Filtering Quality is set to High or Very High
- With specific Windows 10 settings, the player window resolution does not match the values passed into Screen.SetResolution()
- Material leaks memory when using PostProcess-Layer
- [URP] Adreno GPU is not getting the required vertex data
- [DX12] ShaderData.VariantCompileInfo.ShaderData contains 38 extra bytes on DirectX 12
Resolution Note (fix version 1.1-preview):
Should be fixed by https://github.com/Unity-Technologies/InputSystem/pull/1185