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), 8 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 seems to affect users on integrated graphics and Radeon cards.
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The logs don't have any warnings or errors in them, they just stop with the last info record, which I can't see a pattern with.
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The stack trace that includes what all threads were doing look like this:
Thread 0 (crashed)
0 ntdll 0x00007ffc086ada94 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffc05f3cbc0 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffc05f3cabe WaitForMultipleObjects
3 UnityPlayer 0x00007ffb6efe60e2 ?HandleCrash@ExternalCrashHandler@winutils@@AEAAXKKPEBDPEAU_CONTEXT@@PEAU_EXCEPTION_RECORD@@_N@Z
4 UnityPlayer 0x00007ffb6efe6172 ?HandleCrash@ExternalCrashHandler@winutils@@QEAA_NKKPEAU_EXCEPTION_POINTERS@@@Z
5 UnityPlayer 0x00007ffb6eff7248 ?ProcessInternalCrash@winutils@@YAHPEAU_EXCEPTION_POINTERS@@_N@Z
6 KERNELBASE 0x00007ffc06000057 UnhandledExceptionFilter
7 ntdll 0x00007ffc086b53b0 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffc0869c766 _C_specific_handler
9 ntdll 0x00007ffc086b229f RtlpExecuteHandlerForException
10 ntdll 0x00007ffc08661454 RtlDispatchException
11 ntdll 0x00007ffc086b0dce KiUserExceptionDispatcher
12 UnityPlayer 0x00007ffb6ed476f9 ?ReadbackInvokeCallback@VFXReadbackBuffer@@CAXAEBUAsyncGPUReadbackRequest@@PEAX@Z
13 UnityPlayer 0x00007ffb6f177b1a `AsyncGPUReadbackManager::InitializeClass'::`2'::EarlyUpdateUpdateAsyncReadbackManagerRegistrator::Forward
14 UnityPlayer 0x00007ffb6f25925a ?ExecutePlayerLoop@@YAXPEAUNativePlayerLoopSystem@@@Z
15 UnityPlayer 0x00007ffb6f259300 ?ExecutePlayerLoop@@YAXPEAUNativePlayerLoopSystem@@@Z
16 UnityPlayer 0x00007ffb6f25d058 ?PlayerLoop@@YAXXZ
17 UnityPlayer 0x00007ffb6f01feba PerformMainLoop
18 UnityPlayer 0x00007ffb6f01e52d MainMessageLoop
19 UnityPlayer 0x00007ffb6f023632 ?UnityMainImpl@@YAHPEAUHINSTANCE__@@0PEA_WH@Z
20 UnityPlayer 0x00007ffb6f0245ab UnityMain
21 Tiny Tactics 0x00007ff61fa311f2 _scrt_common_main_seh
22 KERNEL32 0x00007ffc06977034 BaseThreadInitThunk
23 ntdll 0x00007ffc08662651 RtlUserThreadStart
24 ntdll 0x00007ffc08662651 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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