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Votes

0

Found in

2022.3.54f1

Issue ID

UUM-91075

Regression

Yes

Crash on vk::RenderSurface::GetFormat when building Asset Bundles and Android Platform is active

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Reproduction steps:
1. Open the attached “ASDQWE” project
2. In the top menu select "Tools > EditorContentManager"
3. In the opened Window, click the “Edit Existing Data” button
4. Click the “Bundle” button
5. Observe the Editor

Expect result: An Asset Bundle is built
Actual result: The Editor crashes

Reproducible with: 2022.3.54f1
Not reproducible with: 2023.1.1f1, 6000.0.31f1, 6000.1.0a8
Could not test with: 2021.3.47f1 (The required packages are not available for this Stream), 2023.1.0a1 - 2023.1.0f1 (Various different compilation errors)

Reproducible environment: Windows 10, Windows 11 (user’s)
Not reproducible environment: MacOS 14.6.1 Intel

Notes:
- The user stated that if the Editor is set to a different platform than defined in AssetBundler.cs the Editor will crash when swapping platform using EditorUserBuildSettings.SwitchActiveBuildTarget. CQA could not reproduce this behavior
- The issue does not occur if other than the Android platform is active
- The issue does not occur the first time but occurs the second time the reproduction steps are performed after the active platform has been switched

First few lines of the stack trace:
0x00007FF6A80BBC82 (Unity) vk::RenderSurface::GetFormat
0x00007FF6A80ABFAC (Unity) vk::`anonymous namespace'::Assign
0x00007FF6A80AF148 (Unity) vk::MakeRenderPassDescription
0x00007FF6A80AF051 (Unity) vk::MakeCompatibilityRenderPassDescription
0x00007FF6A80B7150 (Unity) vk::DeviceState::SetRenderPassSetup

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