Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.4
2019.3
2019.3.9f1
2020.1
2020.2
Issue ID
1237566
Regression
Yes
Exceptions in looped finally blocks corrupt memory and cause crashes
How to reproduce:
1. Download the user-submitted script(BreakIl2cppFinally.cs)
2. Create a new Unity project
3. Import the downloaded script and create a new script that calls BreakIl2cppFinally.CorruptMemory()
4. Attach the newer script to a GameObject and enter Play Mode/Build and Run for Mono/Build and Run for IL2CPP
Expected result: Editor/Player does not crash
Actual result: Editor/Player crashes
Reproducible with: 2018.4.23f1, 2019.3.13f1, 2020.1.0b9, 2020.2.0a12
Not reproducible with: 2017.4.40f1(Editor does not crash, but throws some errors, Mono build does not crash, could not test IL2CPP build)
Notes:
Crashes occur in Editor, Mono and IL2CPP builds
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The root cause of this is a stack overflow in the way mono is handling exceptions thrown like this. A bug has been filed upstream for this: https://github.com/mono/mono/issues/19846 -- will reopen this bug once it has been fixed upstream.