Hi!
We have a crash when building our project for Android with ASTC compression. Other compressions have been built successfully. Our game uses NGUI and TK2D. The build was ran from the command line, and and we can't build the game from the editor as it crashes on attempt to allocate memory at some point. We tried many times with the same results every time. We were unable to detect the asset which could produce the crash (may be somebody know how to create some sort of validation procedure? please give some hint if so).
The build log ends with the following:
> System memory in use before: 110.3 MB.> Unloading 0 Unused Serialized files> (Serialized files now loaded: 0 /> Dirty serialized files: 0) System> memory in use after: 110.5 MB.>> Unloading 0 unused Assets to reduce> memory usage. Loaded Objects now:> 1163. Total: 2.710556 ms (FindLiveObjects: 0.061439 ms> CreateObjectMapping: 0.031020 ms> MarkObjects: 2.174770 ms > DeleteObjects: 0.007830 ms)>> !IsCompressedDXTTextureFormat(format)>&&> !IsCompressedETCTextureFormat(format)>&&> !IsCompressedATCTextureFormat(format)>&&> !IsCompressedETC2TextureFormat(format)>&&> !IsCompressedEACTextureFormat(format)> UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[],> String, BuildTarget, BuildOptions,> Boolean, UInt32&)> UnityEditor.BuildPipeline:BuildPlayerInternal(String[],> String, BuildTarget, BuildOptions,> UInt32&) (at> C:\buildslave\unity\build\artifacts\EditorGenerated\BuildPipeline.cs:164)> UnityEditor.BuildPipeline:BuildPlayer(String[],> String, BuildTarget, BuildOptions) (at> C:\buildslave\unity\build\artifacts\EditorGenerated\BuildPipeline.cs:108)> SceneEditorWindow:PerformAndroidBuild()> (at> Assets\Editor\SceneEditorWindow.cs:53)>> [C:/buildslave/unity/build/Runtime/Graphics/Image.cpp> line 25] (Filename:> Assets/Editor/SceneEditorWindow.cs> Line: 53)>> Crash!!! SymInit: Symbol-SearchPath:> 'C:/Program> Files/Unity4/Editor/Data/MonoEmbedRuntime;.;D:\JedGames\RidersOfApocalypse\InWorkHD_Android_ASTC;C:\Program> Files\Unity4\Editor;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;',> symOptions: 530, UserName: 'Demiurge'> OS-Version: 6.1.7601 (Service Pack 1)> 0x100-0x1
There is also a stack trace:
> ========== OUTPUTING STACK TRACE ==================>> (0x011DBE81) (Unity): (filename not> available): _VEC_memcpy + 0x55> (0x006E625E)> c:\buildslave\unity\build\runtime\graphics\image.cpp> (46 + 0xe): BlitCopyCompressedImage +> 0x12e (0x0070B707)> c:\buildslave\unity\build\runtime\graphics\texture2d.cpp> (315 + 0x2b):> Texture2D::ExtractCompressedImageInternal> + 0x197 (0x0070C0C4) c:\buildslave\unity\build\runtime\graphics\texture2d.cpp> (997 + 0xca):> Texture2D::InitTextureRepresentations> + 0x284 (0x0070D96C) c:\buildslave\unity\build\runtime\graphics\texture2d.cpp> (598 + 0x0): Texture2D::UploadTexture> + 0xbc (0x0070A769) c:\buildslave\unity\build\runtime\graphics\texture2d.cpp> (263 + 0x0): Texture2D::AwakeFromLoad> + 0x79 (0x008ABF69) c:\buildslave\unity\build\runtime\serialize\awakefromloadqueue.cpp> (339 + 0x0):> AwakeFromLoadQueue::PersistentManagerAwakeSingleObject> + 0x69 (0x008BF30A) c:\buildslave\unity\build\runtime\serialize\persistentmanager.cpp> (1116 + 0x1d):> PersistentManager::ReadObject + 0x3aa> (0x004E5399)> c:\buildslave\unity\build\runtime\baseclasses\baseobject.cpp> (228 + 0x0):> ReadObjectFromPersistentManager + 0x19> (0x0043180A)> c:\buildslave\unity\build\runtime\baseclasses\baseobject.h> (874 + 0x8): PPtr
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