Search Issue Tracker
By Design
Votes
13
Found in
2019.2
2019.3
2019.3.0f3
2020.1
Issue ID
1206461
Regression
No
[WebGL] [DOTS Web] Build crashes with "Memory access out of bounds" error when using EntityComponentBuffer
How to reproduce:
1. Open the attached project ("case_1206461-ChaosTech.zip")
2. Open the repro scene ("Assets/Worlds/ChaosTech/ChaosTech")
3. Switch the target platform to WebGL
4. Enter Play Mode
5. Notice that that Unity doesn't crash and there are no errors in the console
6. Exit Play Mode
7. Make a WebGL build and run it
Expected results: Build does not crash
Actual results: Build crashes because of "Uncaught RuntimeError: memory access out of bounds" error
Reproducible with: 2019.3.0f4, 2020.1.0a18
Reproducible with package versions: 0.1.6, 0.1.7-preview.6
Couldn't test with 2017.4, 2018.4 (DOTS Web Platforms package is not supported), 2019.2 (project errors after downgrade)
Tested with: Chrome (79.0.3945.88), Firefox (71.0 (64-bit)) Opera (65.0.3467.78)
Note: Commenting line 122 in "NewSlotSystem.cs" script fixes the issue in the repro project
-
longsl
Sep 15, 2021 06:35
I feel frustrated that `EntityCommandBuffer.Concurrent` can't support
-
IVIarcI-I
Aug 01, 2020 18:33
I'm affraid I'm having the same issue with an empty project with just a ball on a plane with the entties and unity physics package...
If this is a limitation from the platform, it should be made possible to build without parrallisme to avoid using the concurent version of the command buffer. -
pekaram
May 17, 2020 12:52
I have this as well
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
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
Resolution Note (2020.1.X):
Unfortunately EntityCommandBuffer.Concurrent relies on managed threads, which we cannot support for WebGL builds due to limitations with threads on the web.