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Fixed in 6000.3.9f1

Fixed in 6000.5.0a7

Votes

0

Found in

6000.3.7f1

6000.4.0b7

6000.5.0a6

Issue ID

UUM-133634

Regression

Yes

Crash on D3D12Fence::Wait when selecting a tilemap inside a Prefab

DirectX12

-

Steps to reproduce:
1. Open the “user’s attached project”
2. Open the “Pf_room_Containment” Prefab through the Project window
3. Select the “Pf_room_Containment/Grid/Tilemap_Blocking” GameObject through the Hierarchy
4. Observe the crash

Reproducible with versions: 6000.3.2f1, 6000.3.7f1, 6000.4.0b7, 6000.5.0a6
Not reproducible with versions: 6000.0.67f1, 6000.3.1f1 (f56f53296c2c)

Reproducible on: Windows 10, Windows 11
Not reproducible on: macOS 15.7.2 (M1 Max)

Note: Not reproducible with DirectX11

First few lines of TackTraces:
0x00007FFFAE5937EA (Unity) CheckDeviceStatus
0x00007FFFAE51FB32 (Unity) CheckCompletedValue
0x00007FFFAE5263D0 (Unity) D3D12Fence::Wait
0x00007FFFAE57B351 (Unity) GfxDeviceD3D12::QueuePresent
0x00007FFFAE52D2C6 (Unity) D3D12Window::EndRendering

0x00007FFCC113B376 (D3D12SDKLayers) SetD3DDebugLayerStartupOptions
0x00007FFCA8E30754 (Unity) D3D12ScratchAllocator::ProcessDelayReleasedOverflowBuffers
0x00007FFCA8E30FA8 (Unity) D3D12ScratchAllocator::ReclaimScratchBuffers
0x00007FFCA8E28509 (Unity) D3D12ScratchAllocator::AdvanceFrameAndReclaim
0x00007FFCA8E6C1C1 (Unity) GfxDeviceD3D12::ReclaimScratchMemory

  1. Resolution Note (fix version 6000.3.9f1):

    Fixed in 6000.5.0a7

  2. Resolution Note (fix version 6000.5.0a7):

    Fixed in 6000.5.0a7

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