It seems we have an issue in a certain FBX model that uses a skinned mesh renderer.
In our dump file and crash log, the following stacktrace indicates the crash:
Stack Trace of Crashed Thread 6316:
0x00007FFF2CEF1634 (d3d11) CreateDirect3D11SurfaceFromDXGISurface
0x00007FFEEF3F55DA (UnityPlayer) StreamOutSkinPoseBuffer::Update
0x00007FFEEF3E6F90 (UnityPlayer) GfxDeviceD3D11Base::UpdateSkinPoseBuffer
0x00007FFEEF446E3B (UnityPlayer) GfxDeviceWorker::RunCommand
0x00007FFEEF447E1B (UnityPlayer) GfxDeviceWorker::RunExt
0x00007FFEEF447EF7 (UnityPlayer) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FFEEF6FAF21 (UnityPlayer) Thread::RunThreadWrapper
0x00007FFF330D3034 (KERNEL32) BaseThreadInitThunk
0x00007FFF33711471 (ntdll) RtlUserThreadStart[link text][1]
Which crashes inside the d3d11.dll with the following message:
d3d11: failed to create buffer (target 0x1 mode 3 size 4800) [0x887A0005]
When looking into the disassembly code, the error appears to be happening inside the “CContext::TID3D11DeviceContext_Map_<1>” operation inside the d3d11.dll library.
By disabling some gameobjects inside this scene, we concluded that the crash was due to a certain skinned mesh renderer.
Disabling this mesh renderer prevents the crash from happening.
We are pretty clueless on what’s the exact issue inside our model that causes this crash.
I’ve attached the crash logs in this post. Hopefully someone can assist us with this issue.
[1]: /storage/temp/128883-crash-2018-12-03-224622697.zip
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