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Won't Fix
Votes
3
Found in
5.6.1f1
Issue ID
926867
Regression
No
x86 Build crashes when trying to async load a large scene from bundles with weak GPU
Some notes:
- It always crashes on some PCs and never on others
- x64 build never crashes (even with Intel HD)
- Editor never crashes
- Videocards: nvidia gtx 640 - doesn't crash, nvidia gtx 660 - crashes
- it doesn't crash on VirtualBox machine runned on PC, where game crashes
- it doesn't crash when all resources included in project and bundles not used
- if we remove from streaming assets all bundles except target scene and its dependent bundles after the build- sometimes it helps to play normally. But sometimes not
-it seems like the size of the scene does matter as we were unable to strip it down
Steps to reproduce:
1. Build User's attached project "ODL.zip" for x86 Standalone
2. Run on a weak GPU machine
Result: Player crashes. A folder inside Build folder is created with crash data.
Look at DLCManager.cs:93
var op = SceneManager.LoadSceneAsync(sceneName); //this runs normal
while (!op.isDone) //it crashes before this cycle ends
Stack Trace:
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00C88651)
0x00C88651 (561f1 x86)
Reproduced with: 5.6.2p3.
Not reproduced with: 2017.2.0b2, 2017.1.0f2 (on both of these versions Unity crashes while building!)
Tests on machines:
OS | CPU | GPU | Result
---------------------------------------------------------------------------------------
WinXP_x86 | AMD A8-3820 @ 2.5 GHz | Radeon HD 5500 | crash
Win7_x86 | Celeron G1840 | GeForce 210 | no crash
Win81 | i7-4790 @3.60 GHz | Radeon R7 250 | no crash
Win10 | i7-4829K @3.7 GHz | GeForce GTX 780 | no crash
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