Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2020.3.X
Votes
0
Found in
2020.3
2020.3.27f1
Issue ID
1400169
Regression
Yes
Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog
This causes a lot of long, random "Hold On' dialogs taking anywhere from 30 seconds to several minutes.
Main thread callstack:
ntdll.dll!NtWaitForSingleObject()
KERNELBASE.dll!WaitForSingleObjectEx()
Unity.exe!WinApi::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle)
Unity.exe!UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle semaphore)
Unity.exe!Baselib_Semaphore_Acquire(Baselib_Semaphore * semaphore)
Unity.exe!Semaphore::WaitForSignal(int)
Unity.exe!GfxDeviceWorker::WaitForEvent(GfxDeviceWorker::EventType type)
Unity.exe!GfxDeviceClient::WaitForPendingPresent()
Unity.exe!GfxDeviceClient::BeginRendering(ClientDeviceWindow * handle)
Unity.exe!ThreadedWindow::BeginRendering()
Unity.exe!GUIView::DoPaint()
Unity.exe!GUIView::RepaintAll(bool performAutorepaint)
Unity.exe!Application::TickTimer()
Unity.exe!MainMessageLoop()
Unity.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow)
Unity.exe!invoke_main()
Unity.exe!__scrt_common_main_seh()
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Gfx thread callstack:
ntdll.dll!NtDelayExecution()
KERNELBASE.dll!SleepEx()
d3d11.dll!00007FF93D47E84B
d3d11.dll!00007FF93D47E918
Unity.exe!GfxDeviceD3D11Base::GpuRecorderGetFrequencyInternal(unsigned int slot, unsigned __int64 & freqValue)
Unity.exe!GpuRecorderManager::FrameTick(GfxDevice & realDevice)
Unity.exe!GfxDeviceWorker::RunCommand(ThreadedStreamBuffer & stream)
[Inline Frame] Unity.exe!ProcessGfxCommands(GfxDeviceWorker &)
Unity.exe!GfxDeviceWorker::RunExt(ThreadedStreamBuffer & stream)
[Inline Frame] Unity.exe!GfxDeviceWorker::Run()
Unity.exe!GfxDeviceWorker::RunGfxDeviceWorker(void * data)
Unity.exe!Thread::RunThreadWrapper(void * ptr)
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Note: not reproducible on 2021.2, 2022.1 or 2022.2.
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2020.3):
Fixed in 2020.3.31f1.