I'm using 2020.3.12f1, and this is built targeting windows using IL2CPP.
Of my 67 crashes since the latest build (1 day of logs), 12 of them have this in the logs. Our game is a tower defence, and these crashes appear normally towards the end of the level (between waves 13-20). There is no pattern that I can see of a specific spell or unit that is causing this. It affects users on hardware between RTX 2080 and the 1060, there is also 2 AMD cards in the reports. No integrated graphics users in the current logs.
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The logs normally contain 2 warnings as below:
Warning Aug 25, 2022, 11:09:37.555 873101 D3D11: Failed to create RenderTexture (1920 x 1080 fmt 27 aa 1), error 0x887a0005
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The stack trace that includes what all threads were doing look like this:
Thread 38 (crashed)
0 ntdll 0x00007ffda560da94 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffda2eecbc0 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffda2eecabe WaitForMultipleObjects
3 UnityPlayer 0x00007ffd1a1160e2 ?HandleCrash@ExternalCrashHandler@winutils@@AEAAXKKPEBDPEAU_CONTEXT@@PEAU_EXCEPTION_RECORD@@_N@Z
4 UnityPlayer 0x00007ffd1a116172 ?HandleCrash@ExternalCrashHandler@winutils@@QEAA_NKKPEAU_EXCEPTION_POINTERS@@@Z
5 UnityPlayer 0x00007ffd1a127248 ?ProcessInternalCrash@winutils@@YAHPEAU_EXCEPTION_POINTERS@@_N@Z
6 KERNELBASE 0x00007ffda2fb0057 UnhandledExceptionFilter
7 ntdll 0x00007ffda56153b0 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffda55fc766 _C_specific_handler
9 ntdll 0x00007ffda561229f RtlpExecuteHandlerForException
10 ntdll 0x00007ffda55c1454 RtlDispatchException
11 ntdll 0x00007ffda5610dce KiUserExceptionDispatcher
12 UnityPlayer 0x00007ffd1a055b63 ?DrawQuad@GfxDeviceD3D11Base@@QEAAXMMMMPEAUID3D11ShaderResourceView@@@Z
13 UnityPlayer 0x00007ffd1a06aa0a ?BlitColorBackBufferToSwapChainBuffer@D3D11SwapChain@@QEAAXAEAVGfxDeviceD3D11Base@@W4ShaderChannelMask@@@Z
14 UnityPlayer 0x00007ffd1a058493 ?PresentFrame@GfxDeviceD3D11@@UEAAXXZ
15 UnityPlayer 0x00007ffd1aaabc3a ?RunCommand@GfxDeviceWorker@@IEAA?AW4Status@1@AEAVThreadedStreamBuffer@@@Z
16 UnityPlayer 0x00007ffd1aab2f6b ?RunExt@GfxDeviceWorker@@MEAAXAEAVThreadedStreamBuffer@@@Z
17 UnityPlayer 0x00007ffd1aab3039 ?RunGfxDeviceWorker@GfxDeviceWorker@@KAPEAXPEAX@Z
18 UnityPlayer 0x00007ffd1a44c9e8 ?RunThreadWrapper@Thread@@CAKPEAX@Z
19 KERNEL32 0x00007ffda3727034 BaseThreadInitThunk
20 ntdll 0x00007ffda55c2651 RtlUserThreadStart
21 ntdll 0x00007ffda55c2651 RtlUserThreadStart
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Some other note worthy points:
- We are using URP
- Each tower is a humanoid that contains 1-3 skinned mesh renders per unit (~12 units on the board at a time)
- Almost all materials are a custom material made in ShaderGraph that takes in a Base Texture, Normal map and Mask Map.
- Environment materials have some wind noise built in, as well as some variable shading based on location built into their shaders.
- Almost all visual effects are using VFX Graph. About 3 units use Shuriken for their bullet projectiles.
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I'm struggling to read these Stack Traces in general. If someone could give me guidance on how I should be reading this and let me know what sections I should be focusing on, that would help a ton.
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