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Fixed in 2018.3

Fixed in 5.5, 5.6, 2017.1, 2017.2, 2018.1, 2018.2

Votes

334

Found in

5.6.0b5

2017.1.0f3

Issue ID

873467

Regression

Yes

Unity throws out Fatal Error: Callback registration failed kMaxCallback

Themes

-

Unity throws out 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

Actual: Unity continues to work
Result: Unity crashes with Fatal Error.

Reproducible with: 2017.1.4f1, 2017.2.3p1, 2017.4.4f1, 2018.1.3f1, 2018.2.0b6

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.

  1. Response avatar

    karl_jones

    Jan 04, 2019

    Please file a new bug report If you are still encountering this problem. The error message is a symptom and can be caused by many different areas. The area for this bug has been fixed.

Comments (201)

  1. 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

  2. E0329cc616ae6c6ebecf5bf586890a78?d=mm

    martipello

    Sep 23, 2017 21:46

    issue still present in 2017 1f3

  3. 5d16e340bf36b8081776ba58a871d084?d=mm

    Muggleking

    Sep 23, 2017 17:17

    An issue in 2017.1.1f1

    Very annoying........

  4. 70bb69be2c8ec202839e71efabf6be59?d=mm

    outshinestudio

    Sep 22, 2017 17:14

    This is still a problem in 2017.1.1f1. It happens randomly and it is very frustrating! One can actually lose a big deal of work because of this!

  5. 65f6226452f8205c7131423a500e0ea7?d=mm

    ermisdekatech

    Sep 22, 2017 04:56

    *Update on installing p1 to take care of kmaxcallback issue.*

    Installed p2, didnt work. Realized p1 had a specific patch for it, uninstalled unity entirely from Mac. Installed fresh p1, logged in, worked on the project, everything worked fine. Logged into the machine next day, p1 doesnt show any of the builds installed with unity, no android, no ios, not even web-gl. Everytime the same project which worked till yesterday, when opened today in p1 says android build, iOS build isnt installed. We had a game planned for Unite India in November, third day with issues now, this is wasting precious time in crunch period. I am an indie, we cannot up and organize another machine to run unity on in a few days :(

    This is very frustrating.

  6. 65f6226452f8205c7131423a500e0ea7?d=mm

    ermisdekatech

    Sep 21, 2017 12:44

    had a grey screen issue after unity crashed with the kmax callback for the third time in 3 days. Downloaded 2017.1.1p2

    Still the same problem, grey screen, wont show login or project selection options.

    Here's my log file:

    COMMAND LINE ARGUMENTS:
    /Applications/Unity/Unity.app/Contents/MacOS/Unity
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
    [CEF] undefined in file:///%2FUsers%2Fyadayadayada%2FLibrary%2FUnity%2FPackages%2Fnode_modules%2Funity-editor-home%2Fdist/assets/unity-editor-home.js at line 39
    Request timed out while processing request "https://core.cloud.unity3d.com/api/login", HTTP error code 0
    .[UnityConnect] Request timed out.
    Request timed out while processing request "https://core.cloud.unity3d.com/api/login", HTTP error code 0
    .[UnityConnect] Request timed out.
    Callback unregistration failed. Callback not registered.

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Core/Callbacks/CallbackArray.h Line: 192)

    Checking for leaked weakptr:
    Found no leaked weakptrs.
    ##utp:{"type":"MemoryLeaks","allocatedMemory":281729,"memoryLabels":[{"Default":1664},{"Manager":208},{"BaseObject":10496},{"Terrain":224},{"String":5788},{"DynamicArray":36},{"PoolAlloc":-224},{"GI":1256},{"EditorGui":64},{"EditorUtility":544},{"RestService":256},{"License":252176},{"UnityConnect":9232},{"Collab":9}]}

    Tried sending bug reports with updates of error logs, no reply for unity. This is frustrating. Completely uninstalled and reinstalled Unity twice, nothing works.

    Am going to try booting up with a horse shoe or a 4leaf-clover, maybe that'll help.

  7. Dc1b254760f44d16cd4f684456bf554f?d=mm

    karl_jones

    Sep 20, 2017 11:30

    2017.1p1, not 2017.1f1.
    The p stands for patch and can be found here: https://unity3d.com/unity/qa/patch-releases

  8. 4c1d9ac922b834a76e3d157ca9d332ae?d=mm

    mgmasson

    Sep 20, 2017 04:59

    If this is fixed in 2017.1.1p1 why is it not being pushed to the public?? I just lost my entire project to this and I'm running the latest non-beta release 2017.1.1f1 according to the Unity updater and the latest installer.

  9. 0c08b6a68d2f51913b5acf86bd11f38e?d=mm

    Don-Tako

    Sep 19, 2017 03:07

    Same problem in version 2017.1.1f1... My PC is not a NASA computer so I must wait 2 ~ 3 min to reopen my projects every time this bug happens...
    Windows 7 Professional 64bits SP1

  10. 1f2899aa5fc8c30aa97a7ffcc1be6cfe?d=mm

    GameEverything

    Sep 18, 2017 22:19

    Lol, what are you talking about? This issue isn't fixed and I'm using version 2017.1.0f3. In fact, this time around it actually corrupted my project where now the project won't even load causing a crash each time.

    Oh, I do want to say, though, that I appreciate all of the hard word you put into fixing these issues and I know I sound a bit snarky, lol. :)

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