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Won't Fix

Votes

0

Found in

2019.4.40f1

2021.3.11f1

Issue ID

UUM-12983

Regression

No

Pure virtual function call at PhysicsManager::AwakeFromLoad() Line 1137 causes a crash on a 64bit windows standalone build

-

Steps to reproduce:
-Due to the nature of the crash and the project is a location based VR installation that uses lots of external hardware, it's impossible to test it
-Open the "Crash_2022-07-01_130008470.zip" for the crash dump and player log

Reproducible according to the customer: 2019.4.40f1, 2021.3.11f1

Notes:
-The crash happens when switching from the main menu scene to another scene. The crash only happens on a random basis where switching the scene works well e.g. for 10 times, and then on the 11th time it crashes. The customer has not detected a pattern
-The Customer is loading the scene asynchronously and they are using additive scene loading as well

Stacktrace:
> UnityPlayer.dll!winutils::CrashHandler::DefaultPureVirtualCallHandler() Line 32 C++
[External Code]
UnityPlayer.dll!PhysicsManager::AwakeFromLoad(AwakeFromLoadMode awakeMode) Line 1137 C++
UnityPlayer.dll!CleanupAfterLoad() Line 657 C++
UnityPlayer.dll!LoadSceneOperation::PlayerLoadSceneFromThread() Line 688 C++
UnityPlayer.dll!LoadSceneOperation::IntegrateMainThread() Line 417 C++
UnityPlayer.dll!PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags flags, int timeSliceMs) Line 393 C++
UnityPlayer.dll!PreloadManager::WaitForAllAsyncOperationsToComplete() Line 465 C++
UnityPlayer.dll!PreloadManager::UpdatePreloading() Line 513 C++
UnityPlayer.dll!`InitPlayerLoopCallbacks'::`2'::EarlyUpdateUpdatePreloadingRegistrator::Forward() Line 1207 C++
UnityPlayer.dll!ExecutePlayerLoop(NativePlayerLoopSystem * system) Line 352 C++
UnityPlayer.dll!ExecutePlayerLoop(NativePlayerLoopSystem * system) Line 369 C++
UnityPlayer.dll!PlayerLoop() Line 445 C++
UnityPlayer.dll!PerformMainLoop() Line 220 C++
UnityPlayer.dll!MainMessageLoop() Line 1101 C++
UnityPlayer.dll!UnityMainImpl(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow) Line 1618 C++
UnityPlayer.dll!UnityMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, wchar_t * szCmdLine, int nCmdShow) Line 1658 C++
[Frames may be missing, no binary loaded for VRFragServerWin64.exe]
VRFragServerWin64.exe!00007ff70d9411f2() Unknown

  1. Resolution Note:

    Currently, there is no way to reproduce it

Comments (1)

  1. nonemec

    Mar 28, 2023 13:01

    I have been observing the same crash repeatedly but not reproducibly in our automated CI tests on 2021.3.5f1 - particularly annoying because a ~10% failure rate in the build automation really causes developer frustration.

    Still no repro, but a strong encouragement to have a close look at the source code. In my experience, pure virtual function calls can typically be identified by carefully reading, in this case AwakeFromLoad(AwakeFromLoadMode awakeMode) Line 1137

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