Search Issue Tracker
Won't Fix
Votes
4
Found in
2022.2.1f1
Issue ID
UUM-25491
Regression
Yes
[Quest 2] Crash on UnityEngine.Rendering.ScriptableRenderContext:Internal_Cull_Injected when in Play Mode for up to 5 minutes
Reproduction steps:
# Open the attached project “UdemyVrCourse1VrShooter”
# Connect the Quest device with Oculus Link
# Enter the Play Mode
# Play the game for up to 5 minutes
Expected result: Play Mode continues to run without a crash
Actual result: The Editor crashes
Reproducible with: 2022.2.0b2, 2022.2.1f1
Not reproducible with: 2020.3.44f1, 2021.3.15f1, 2022.2.0b1, 2023.1.0a21
Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Reproduced on: Windows 10 Enterprise 21H2
First few lines of the Stacktrace:
0x00007ff676815e88 (Unity)
0x00007ff67681604a (Unity)
0x00007ff676af8411 (Unity)
0x00007ff67828f532 (Unity) udnSetPath
0x00007ff676333b74 (Unity)
0x00007ff67650c4e4 (Unity)
0x00007ff67594894b (Unity)
0x000001255236ff48 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext:Internal_Cull_Injected (UnityEngine.Rendering.ScriptableCullingParameters&,UnityEngine.Rendering.ScriptableRenderContext&,intptr)
0x000001255237ff9b (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Internal_Cull (UnityEngine.Rendering.ScriptableCullingParameters&,UnityEngine.Rendering.ScriptableRenderContext,intptr)
0x000001255236fe4b (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Cull (UnityEngine.Rendering.ScriptableCullingParameters&)
0x000001255237d153 (Mono JIT Code) [UniversalRenderPipeline.cs:548] UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData&,bool)
-
kookyoo
Mar 08, 2023 10:00
Hi.
How can this crash not being fixed ? Is there a workaround to avoid it ? -
kookyoo
Mar 01, 2023 14:41
This also happens with both Oculus Quest Pro (with AirLink) & Oculus Rift
-
kookyoo
Mar 01, 2023 11:21
Pretty annoying issue for us too, same callstack but delay between crashes is very variable.
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