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Votes
0
Found in
2022.3.53f1
Issue ID
UUM-89988
Regression
No
Crash on ScriptableRenderLoopDraw when rendering a specific VFX in Play Mode
How to reproduce:
1. Open the “CrashRepro“ project
2. Open the “Assets/Scenes/Master.unity“ Scene
3. Enter Play Mode
4. Select “Host Game“, then select “Ready“ and wait 5 seconds
5. Using your mouse, rotate the camera to the right
Reproducible with: 2022.3.53f1
Couldn’t test with: 2021.3.46f1, 6000.0.29f1, 6000.1.0a6 (Errors in the Console)
Reproducible on: macOS 14.6.1 Sonoma (Intel), Windows 11 (reported by user)
Not reproducible on: No other environment tested
Note: “Assets/Effects/Enemies/Other/FloatingEye/FloatingEye_Base.vfx“ is causing the crash
First few lines of stack trace:
#0 0x00020800000098 in (Unknown)
#1 0x00000102d9be56 in ScriptableRenderLoopDraw(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int)
#2 0x00000102d9c85e in ScriptableRenderLoopDrawDispatch(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int, BatchRendererGroupMetadataCacheContext const*)
#3 0x00000102da1895 in ScriptableRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)
#4 0x0000010314a666 in GfxDevice::ExecuteAsync(int, void ()(GfxDeviceAsyncCommand::ArgScratch, GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch**, GfxDeviceAsyncCommand::Arg const*, JobFence const&)
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