Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.3.X, 2020.1.X
Votes
0
Found in
2019.3
2019.3.0f3
2020.1
Issue ID
1205394
Regression
No
Unity secondary processes keeps running after Unity is force closed
How to reproduce:
1. Open the project from Edits (GDrive link)
2. Open the "Square" scene
3. Make sure Jobs > Burst > Enable compilation is checked
4. Open the SCRIPT (Edits) with Rider
5. Attach the debugger to Unity
6. Add breakpoints on line 68, 70, 72 and 78
7. Enter Play Mode
8. Once the breakpoint is hit, perform "Continue" (fn + f5) for several times
9. Perform "Step-Over" (fn + f10) for a few times
10. Remove the breakpoints from line 68 and 70
11. Perform "Continue" (fn + f5)
12. If Unity didn't freeze or crash - repeat from step 6 (without leaving Play Mode)
13. When Unity freezes open Activity Manager and filter "Unity"
14. Kill main Unity process and notice how the secondary process stays (May be only secondary process if Unity crashed)
Actual result: Secondary Unity process keeps running after Unity is killed.
Reproducible with: 2020.1.0a20, 2019.3.0f3.
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
- "Canvas Renderer" Component uses a low resolution icon
- NullReferenceException is thrown when installing the "QuickStart" page in the Multiplayer center
- Package Manager's Filter Panel does not show borders when viewed on Windows
- Blend Tree Threshold fields accepts NaN/Infinity values causing Node backgrounds disappear in Animator Controller view
- Animator Controller Layer Weight field accepts “NaN” as a valid value instead of rejecting it
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a1