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IL2CPP Crash on Windows: Native Crash - KiUserExceptionDispatcher

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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. ---------- 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. ---------- 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 ---------- 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. ---------- 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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