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Won't Fix

Votes

13

Found in

2022.2.16f1

2023.1.0b13

2023.2.0a11

Issue ID

UUM-33459

Regression

No

Crash on OverlapSphereCommandJob when entering the Play Mode

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Reproduction steps:
1. Open the attached project “OverlapSphereProject”
2. Open “Assets/Scenes/SampleScene” scene
3. Enter the Play Mode
4. Observe the crash

Reproducible with: 2022.2.16f1, 2023.1.0b13, 2023.2.0a11
Couldn’t test with: 2020.3.47f1, 2021.3.23f1 - “OverlapSphereCommand” function is not implemented

Reproducible on: macOS 13.3 (Intel)

First few lines of the stack trace:
0x00007ff78fcbb193 (Unity) OverlapSphereCommandJob
0x00007ff78f565e14 (Unity) ujob_execute_job
0x00007ff78f5672cf (Unity) ujob_wait_for
0x00007ff78f561ca7 (Unity) CompleteFenceInternal
0x00007ff78e932b6f (Unity) JobHandle_CUSTOM_ScheduleBatchedJobsAndComplete

  1. Resolution Note:

    Unable to reproduce with Unity 2023.3.0b1.3163

Comments (6)

  1. VirtusH

    Jul 26, 2024 21:39

    Does this occur with all command types???
    WHY won't they fix this?

  2. Enderlook

    Feb 28, 2024 14:25

    But when I don't know the number of possible hits how can I use the API then? Using a large number won't be a guarantee of not crashing.
    The won't fix is nonsensical.

  3. koochy_rat

    Jan 02, 2024 11:30

    I am seeing random memory crashes in a release build probably caused by heap corruption. The stack trace is different everytime. This is caused by doing overlapsphere command close to a big pile of physics objects. Confirmed that increasing the results array size fixes the crashing.

    UnityPlayer.dll!block_remove() Unknown
    UnityPlayer.dll!tlsf_free() Unknown
    UnityPlayer.dll!DynamicHeapAllocator::Deallocate(void *) Unknown
    UnityPlayer.dll!DualThreadAllocator<class DynamicHeapAllocator>::TryDeallocate(void *) Unknown
    UnityPlayer.dll!MemoryManager::Deallocate(void *,struct MemLabelId,char const *,int) Unknown

  4. unity_6255F9AC6E8A43BB555E

    Sep 09, 2023 03:37

    Reliably crashes whenever any one of the commands in the batch hit more than maxHits colliders.

    Maybe that's intended? It does say "You should adjust maxHits and result array size accordingly to store all hits." Guess I'm setting maxHits to 500. Can't be too safe!

  5. victorjacobson

    May 12, 2023 04:16

    Same issue here.
    Windows 10
    Unity version 2022.2.18f1
    Stacktrace:
    0x00007FF753535293 (Unity) GetWorkStealingRange
    0x00007FF753C943C3 (Unity) OverlapSphereCommandJob
    0x00007FF75353B223 (Unity) ujob_execute_job
    0x00007FF75353A7E4 (Unity) lane_guts
    0x00007FF75353CC94 (Unity) worker_thread_routine
    0x00007FF7537623A7 (Unity) Thread::RunThreadWrapper
    0x00007FFBC92C7614 (KERNEL32) BaseThreadInitThunk
    0x00007FFBCAA226A1 (ntdll) RtlUserThreadStart

  6. Myron

    May 04, 2023 08:35

    We experience the same crash with OverlapSphereCommand when there is more results than the maxHits defined when we schedule the job

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