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Not Reproducible
Votes
0
Found in
5.6.1p1
Issue ID
927616
Regression
No
[Oasis] Build crashes on launch with Debug configuration on Transform::ValidateHierarchyRecursive
Steps to reproduce:
1. Open attached project "unity.zip"
2. Build UWP solution
3. Open VS solution
4. Build & deploy on local machine with debug configuration
Actual result: project crashes on launch with error: Assertion failed on expression: 'hierarchy.transformChangedMask[index] == 0'
Reproducible with: 5.6.1f1-MRTP9, 5.6.2f1-MRTP12
Callstack:
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1946 C++
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1963 C++
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1963 C++
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1963 C++
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1963 C++
UnityPlayer.dll!Transform::ValidateHierarchyRecursive(TransformHierarchy & hierarchy, int & hierarchyOrderIndex, int & nextIndex, int parentIndex, unsigned char * hasTransformBeenVisited) Line 1963 C++
UnityPlayer.dll!Transform::ValidateHierarchy(TransformHierarchy & hierarchy) Line 1905 C++
UnityPlayer.dll!CollectAndProduceGameObjectHierarchy(Transform & root, Transform * newParent, vector_map<int,int,std::less<int>,stl_allocator<std::pair<int,int>,1,16> > & remappedPtrs) Line 139 C++
UnityPlayer.dll!CollectAndProduceClonedIsland(Object & o, Transform * newFather, vector_map<int,int,std::less<int>,stl_allocator<std::pair<int,int>,1,16> > & remappedPtrs) Line 201 C++
UnityPlayer.dll!CloneObjectImpl(Object * object, Transform * newFather, vector_map<int,int,std::less<int>,stl_allocator<std::pair<int,int>,1,16> > & ptrs) Line 266 C++
UnityPlayer.dll!CloneObject(Object & inObject, Transform & newFather, bool worldPositionStays) Line 343 C++
UnityPlayer.dll!Object_CUSTOM_Internal_CloneSingleWithParent(void * data_, void * parent_, int worldPositionStays) Line 42 C++
[External Code]
[Frames below may be incorrect and/or missing]
UnityPlayer.dll!metro_invoke_method(ScriptingMethodPtr method, ScriptingObjectPtr object, ScriptingArguments * arguments, ScriptingExceptionPtr * exception, bool convertArgs) Line 66 C++
UnityPlayer.dll!scripting_method_invoke(ScriptingMethodPtr method, ScriptingObjectPtr object, ScriptingArguments & arguments, ScriptingExceptionPtr * exception, bool convertArgs) Line 812 C++
UnityPlayer.dll!ScriptingInvocation::Invoke(ScriptingExceptionPtr * exception, bool convertArguments) Line 303 C++
UnityPlayer.dll!ScriptingInvocation::Invoke(ScriptingExceptionPtr * exception) Line 72 C++
UnityPlayer.dll!MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr scriptingMethod, ScriptingObjectPtr value, ScriptingExceptionPtr * exception) Line 800 C++
UnityPlayer.dll!MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr method, ScriptingObjectPtr value) Line 881 C++
UnityPlayer.dll!MonoBehaviour::Start() Line 494 C++
UnityPlayer.dll!MonoBehaviour::DelayedStartCall(Object * o, void * userData) Line 1236 C++
UnityPlayer.dll!DelayedCallManager::Update(int modeMask) Line 177 C++
UnityPlayer.dll!`InitPlayerLoopCallbacks'::`2'::EarlyUpdateScriptRunDelayedStartupFramestruct::Forward() Line 1543 C++
UnityPlayer.dll!PlayerLoop() Line 121 C++
UnityPlayer.dll!metro::MainLoop(bool performRendering) Line 209 C++
UnityPlayer.dll!UnityPlayer::AppCallbacks::UnitySplashScreenLoop() Line 1310 C++
UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void * param) Line 203 C++
UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void * param) Line 218 C++
UnityPlayer.dll!win32::CreateThread::__l2::<lambda>(Windows::Foundation::IAsyncAction ^ __formal) Line 275 C++
[External Code]
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