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Fixed in Unity 2017.3

Votes

293

Found in

5.6.0b5

Issue ID

873467

Regression

Yes

Unity crashes with Fatal Error: Callback registration failed kMaxCallback

Editor - Other

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Priority: 2Necessary for shipping a final release

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Severity: 1Crash or major loss of functionality

Unity crashes with a Fatal Error: "Callback registration failed kMaxCallback" after working with the project for 30 minutes or more. It appears randomly.

Steps:
1. Actively use Unity for more than 30 minutes

Result: Unity crashes with Fatal Error.

Reproduced with: 2017.1.0f3
Not reproduced with: 5.6.2p3

Note:
Reproduced on macOS, Windows, Linux.
Bug Report window does not appear.
Scene files are not restored after reopening Unity so all not saved Scenes are lost.

Response avatar

karl_jones

Sep 29, 2017

This is now fixed in 2017.1.1p1+
Please note the p, not an f. https://unity3d.com/unity/qa/patch-releases

Comments (149)

  1. A7081bae5c25277fafb6de82bf616393?d=mm

    sihame

    Feb 05, 2018 14:43

    Me too I still have it. I am on Unity 2017.1.0f3

  2. 8ce29fdc1eab1fc51f788f01b3ea2c1a?d=mm

    NeoGeek

    Jan 23, 2018 16:55

    STILL getting it. Urgh

  3. 2ecf0c3c4065a1a1fbf18f32275190fe?d=mm

    Barry100

    Nov 01, 2017 11:10

    im still getting this 2017 1.1.f1

  4. Aa18b6cccacaf0758b5f192f50d56a1a?d=mm

    vdarned

    Oct 25, 2017 06:23

    I got it guys I know when it happens: It happens every time unity become selfaware

  5. Dc1b254760f44d16cd4f684456bf554f?d=mm

    karl_jones

    Oct 17, 2017 10:44

    @TNQIANG That callstack is not related to this issue. Please file a new bug so we can investigate.
    @GWOLF Please use the patch, it is not fixed in that version.

  6. 3116edac0fd616317a52abea378adb5a?d=mm

    tnqiang

    Oct 15, 2017 14:11

    I use Unity 2017.1.2f1 and this still occurs.
    My callstack is as following:

    0 il2cpp::vm::LivenessState::AddProcessObject(Il2CppObject*, il2cpp::vm::LivenessState*) (Liveness.cpp:334)
    1 il2cpp::vm::Liveness::FromStatics(void*) (Liveness.cpp:203)
    2 GarbageCollectSharedAssets (TimeHelper.h:26)
    3 IntegrateMainThread (UnloadUnusedAssetsOperation.cpp:46)
    4 UpdatePreloadingSingleStep (PreloadManager.cpp:478)
    5 UpdatePreloading (PreloadManager.cpp:613)
    6 PlayerLoop (PlayerLoop.cpp:104)
    7 UnityPlayerLoopImpl (LibEntryPoint.mm:223)
    8 UnityRepaint (UnityAppController+Rendering.mm:326)
    9 -[UnityAppController(Rendering) repaintDisplayLink] (UnityAppController+Rendering.mm:78)
    10 CA::Display::DisplayLinkItem::dispatch(unsigned long long) + 44
    11 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 436
    12 IODispatchCalloutFromCFMessage + 360
    13 ___CFMachPortPerform + 180
    14 ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
    15 ___CFRunLoopDoSource1 + 436
    16 ___CFRunLoopRun + 1752
    17 CFRunLoopRunSpecific + 420
    18 GSEventRunModal + 96
    19 UIApplicationMain + 196
    20 main (main.mm:33)
    21 _dyld_process_info_notify_release + 32

  7. 624b3f97cdc17e52fa32345c74fa02dc?d=mm

    gwolf

    Oct 09, 2017 17:27

    Definitely still a problem as of 2017.1.1f1, although it seems to be a more infrequent.

  8. Af9e45f434423b6965d769521d49a835?d=mm

    heliojmsemedo

    Oct 04, 2017 12:04

    Why is this not fixed yet?

  9. 96e5a715abb5f4a3bef78c9ba65ddda6?d=mm

    brando_slc

    Sep 26, 2017 18:02

    Personally I find it ridiculous that if you want a bug fixed the latest beta isn't good enough you need special patched versions. For those that didn't see, those are found here:

    https://unity3d.com/unity/qa/patch-releases?version=2017.1

    This usually happens to me when I hit play, but my works seems to be getting saved by an AutoSave asset before crash. whew. Can't recommend enough.

    https://www.assetstore.unity3d.com/en/#!/content/43605

  10. E0329cc616ae6c6ebecf5bf586890a78?d=mm

    martipello

    Sep 23, 2017 21:46

    issue still present in 2017 1f3

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