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Fixed in 2018.2.X
Votes
0
Found in
Issue ID
962642
Regression
No
[Windows] Build fail when generate solution with image assigned to Application Config Dialog Banner
Assigning image for the Application Config Dialog Banner causes crash when build solution in Windows.
Repro:
1. Open attached project with Unity 2018.1
2. Assign any image to: Edit -> Project Settings -> Player -> Splash Image tab -> Application Config Dialog Banner
3. Generate solution in Build settings
4. Build
5. Observe the error (sometimes crash)
Callstack:
> Unity.exe!List<ListNode<ContainerWindow> >::~List<ListNode<ContainerWindow> >() Line 177 C++ Symbols loaded.
[External Code] Annotated Frame
Unity.exe!doexit(int code, int quick, int retcaller) Line 567 C Symbols loaded.
Unity.exe!exit(int code) Line 394 C Symbols loaded.
Unity.exe!ExitDontLaunchBugReporter(int exitValue) Line 37 C++ Symbols loaded.
Unity.exe!EditorMonoConsole::LogToConsoleImplementation(const core::basic_string<char,core::StringStorageDefault<char> > & condition, int errorNum, const char * file, int line, int mode, int targetInstanceID, int identifier, void()(const CppLogEntry &) doubleClickCallback) Line 589 C++ Symbols loaded.
Unity.exe!LogToConsoleImplementation(const core::basic_string<char,core::StringStorageDefault<char> > & condition, int errorNum, const char file, int line, int mode, int targetInstanceID, int identifier, void()(const CppLogEntry &) doubleClickCallback) Line 615 C++ Symbols loaded.
Unity.exe!DebugStringToFilePostprocessedStacktrace(const DebugStringToFileData & data) Line 1176 C++ Symbols loaded.
Unity.exe!DebugStringToFile(const DebugStringToFileData & data) Line 1242 C++ Symbols loaded.
Unity.exe!DebugStringToFile(const char condition, int errorNum, const char * file, int line, LogMessageFlags mode, int objectInstanceID, int identifier, void()(const CppLogEntry &) doubleClickCallback) Line 1194 C++ Symbols loaded.
Unity.exe!RetriableOperation::RequestUserRetry<OpenFileOperation>(OpenFileOperation & operation, RetriableOperation::UserRetryDialog quitOption) Line 103 C++ Symbols loaded.
Unity.exe!RetriableOperation::Perform<OpenFileOperation>(OpenFileOperation & operation, int silentRetriesCount, double retryWaitTimeInSec, RetriableOperation::UserRetryDialog quitOption) Line 69 C++ Symbols loaded.
Unity.exe!File::OpenFileSystemEntry(const FileSystemEntry & fileSystemEntry, File::Permission permission, File::AutoBehavior behavior) Line 406 C++ Symbols loaded.
Unity.exe!File::Open(const core::basic_string<char,core::StringStorageDefault<char> > & path, File::Permission perm, File::AutoBehavior behavior) Line 418 C++ Symbols loaded.
Unity.exe!Save(FREE_IMAGE_FORMAT dstFormat, FIBITMAP dst, const core::basic_string<char,core::StringStorageDefault<char> > & inPath) Line 137 C++ Symbols loaded.
Unity.exe!SaveAndUnload(FREE_IMAGE_FORMAT dstFormat, FIBITMAP * dst, const core::basic_string<char,core::StringStorageDefault<char> > & inPath) Line 151 C++ Symbols loaded.
Unity.exe!SaveImageToFile(unsigned char * inData, int width, int height, TextureFormat format, const core::basic_string<char,core::StringStorageDefault<char> > & inPath, long fileType, FreeImageWrapper::ImageColorType colorType) Line 245 C++ Symbols loaded.
Unity.exe!AddScreenSelector(const core::basic_string<char,core::StringStorageDefault<char> > & playerApp, int platform) Line 1283 C++ Symbols loaded.
Unity.exe!PostprocessPlayer(core::basic_string<char,core::StringStorageDefault<char> > installPath, BuildTargetPlatformGroup buildTargetGroup, BuildTargetPlatform buildTarget, BuildPlayerOptions options, ScriptingObjectPtr usedClasses, BuildReporting::BuildReport & report) Line 985 C++ Symbols loaded.
Unity.exe!DoBuildPlayer_PostBuild(core::basic_string<char,core::StringStorageDefault<char> > & playerPath, BuildPlayerOptions buildOptions, ScriptingObjectPtr usedClasses, BuildTargetPlatformGroup platformGroup, BuildTargetPlatform platform, BuildReporting::BuildReport & report) Line 2986 C++ Symbols loaded.
Unity.exe!DoBuildPlayer(const BuildPlayerSetup & setup, std::vector<EditorSceneManager::SceneBackup,stl_allocator<EditorSceneManager::SceneBackup,105,16> > & sceneBackups, core::basic_string<char,core::StringStorageDefault<char> > playerPath, std::vector<core::basic_string<char,core::StringStorageDefault<char> >,std::allocator<core::basic_string<char,core::StringStorageDefault<char> > > > scenes, bool supportsBuildScriptsOnly, BuildReporting::BuildReport & report, BuildReporting::BuiltAssetBundleInfo * bundleReportInfo) Line 3041 C++ Symbols loaded.
Unity.exe!BuildPlayer(const BuildPlayerSetup & setup, BuildReporting::BuildReport & report) Line 3298 C++ Symbols loaded.
Unity.exe!BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck(MonoArray * levels_, MonoString * locationPathName_, MonoString * assetBundleManifestPath_, BuildTargetPlatformGroup buildTargetGroup, BuildTargetPlatform target, BuildPlayerOptions options, unsigned char delayToAfterScriptReload) Line 169 C++ Symbols loaded.
[External Code] Annotated Frame
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