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Android build with ASTC compression crashes

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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::operator> Object * + 0xaa (0x008BC3D6)> c:\buildslave\unity\build\runtime\serialize\persistentmanager.cpp> (638 + 0x11):> PersistentManager::WriteFileInternal +> 0x636 (0x00E699DF)> c:\buildslave\unity\build\editor\src\buildpipeline\buildserialization.cpp> (1772 + 0x0): WriteSharedAssetFile +> 0x11f (0x00E69B26)> c:\buildslave\unity\build\editor\src\buildpipeline\buildserialization.cpp> (1787 + 0x23): CompileSharedAssetsFile> + 0x26 (0x00EFEC6E) c:\buildslave\unity\build\editor\src\utility\buildplayerutility.cpp> (1194 + 0xf): BuildSharedAssetsFile +> 0xde (0x00F0EDB1)> c:\buildslave\unity\build\editor\src\utility\buildplayerutility.cpp> (2043 + 0x19): BuildPlayerData +> 0x1eb1 (0x00F10B89)> c:\buildslave\unity\build\editor\src\utility\buildplayerutility.cpp> (2661 + 0xa6): DoBuildPlayer + 0x1319> (0x00F11942)> c:\buildslave\unity\build\editor\src\utility\buildplayerutility.cpp> (2807 + 0xe): BuildPlayer + 0x2e2> (0x00BD44D8)> c:\buildslave\unity\build\artifacts\editorgenerated\buildpipeline.cpp> (73 + 0xd):> BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck> + 0x178 (0x186EBD17) (Mono JIT code): (filename not available): (wrapper> managed-to-native)> UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck> (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool,uint&)> + 0x6f (186EBCA8 186EBD57) [06876D20 - Unity Child Domain] + 0x0 (0x186EBBD7)> (Mono JIT code): (filename not> available): > UnityEditor.BuildPipeline:BuildPlayerInternal> (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,uint&)> + 0xbf (186EBB18 186EBC12) [06876D20 - Unity Child Domain] + 0x0 (0x186EBA55)> (Mono JIT code): (filename not> available): > UnityEditor.BuildPipeline:BuildPlayer> (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions)> + 0x55 (186EBA00 186EBAFF) [06876D20 - Unity Child Domain] + 0x0 (0x186EB3BA)> (Mono JIT code): (filename not> available): > SceneEditorWindow:PerformAndroidBuild> () + 0x122 (186EB298 186EB3D1)> [06876D20 - Unity Child Domain] + 0x0> (0x16E40518) (Mono JIT code):> (filename not available): (wrapper> runtime-invoke)> object:runtime_invoke_void> (object,intptr,intptr,intptr) + 0x88> (16E40490 16E405E0) [06876D20 - Unity> Child Domain] + 0x0 (0x0AB40548)> c:\buildslave\mono-runtime-and-classlibs\build\mono\mini\mini.c> (4913 + 0xc): mono_jit_runtime_invoke> + 0x214 (0x0AAAD7FA) c:\buildslave\mono-runtime-and-classlibs\build\mono\metadata\object.c> (2623 + 0x10): mono_runtime_invoke +> 0x51 (0x006BCDF4)> c:\buildslave\unity\build\runtime\mono\monoutility.h> (446 + 0x0):> mono_runtime_invoke_profiled + 0xd4> (0x0101966C)> c:\buildslave\unity\build\editor\src\application.cpp> (904 + 0x10):> Application::ParseARGVCommands + 0x66c> (0x0101B6BD)> c:\buildslave\unity\build\editor\src\application.cpp> (726 + 0x0):> Application::FinishLoadingProject +> 0x1ed (0x010BB177)> c:\buildslave\unity\build\editor\platform\windows\wineditormain.cpp> (808 + 0x0): WinMain + 0xd37> (0x011D87D4)> f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c> (275 + 0x1c): __tmainCRTStartup +> 0x11a (0x7614EE1C) (kernel32):> (filename not available):> BaseThreadInitThunk + 0x12> (0x77573A03) (ntdll): (filename not> available):> RtlInitializeExceptionChain + 0xef> (0x775739D6) (ntdll): (filename not> available):> RtlInitializeExceptionChain + 0xc2>> ========== END OF STACKTRACE =========== Have anybody seen things like that before? I can provide a full log if it could help. Would appreciate if somebody could help to resolve this problem.

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