#I m getting the following crash report I
1 messages · Page 1 of 1 (latest)
I'm gonna put the stack trace in this thread because its so big:
Assertion failed on expression: 'm_MainAllocator->UnderlyingAllocator::Contains(p)'
Crash!!!
SymInit: Symbol-SearchPath: [REMOVED SYSTEM PATH BECAUSE IT HAS MY NAME IN IT]
OS-Version: 10.0.0
C:\Program Files\Unity\Hub\Editor\2022.2.8f1\Editor\Unity.exe:Unity.exe (00007FF65F300000), size: 76726272 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2022.2.8.27374
C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFDC6D30000), size: 2064384 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.2130
[REMOVED A LARGE AMOUNT OF THE STACK TRACE THAT WAS NOT IMPORTANT]
========== OUTPUTTING STACK TRACE ==================
0x00007FF65FCED9E6 (Unity) DynamicHeapAllocator::GetPtrSize
0x00007FF65FCF9CA3 (Unity) DualThreadAllocator<DynamicHeapAllocator>::Reallocate
0x00007FF65FCF16ED (Unity) MemoryManager::Reallocate
0x00007FF65FCF44DC (Unity) realloc_internal
0x00007FF65F5F1904 (Unity) dynamic_array_detail::dynamic_array_data::reallocate
0x00007FF660202CD4 (Unity) dynamic_array_detail::dynamic_array_data::resize_buffer
0x00007FF65F5D33F8 (Unity) dynamic_array<RegisteredReferencedObject<0>,0>::resize_buffer_nocheck
0x00007FF660D1620A (Unity) VFXCommandList::InnerRegister
0x00007FF660D016AB (Unity) VFXParticleSystemBatchData::IssueUpdateCommands
0x00007FF660D07385 (Unity) std::_Func_impl_no_alloc<<lambda_0342fbc30aa5f254ded01ac5a2096f43>,void,unsigned int,VFXTaskDesc const &>::_Do_call
0x00007FF660CFD9BA (Unity) VFXParticleSystemAssetData::ForEachUpdateTask
0x00007FF660D05831 (Unity) VFXParticleSystemBatchData::Update
0x00007FF660D12331 (Unity) VFXBatchedEffect::UpdateInstance
0x00007FF660D4F0A9 (Unity) VisualEffect::Update
0x00007FF660D4F68C (Unity) VFXManager::UpdateVisualEffectJob
0x00007FF6600140D5 (Unity) ujob_execute_job
0x00007FF6600137B6 (Unity) lane_guts
0x00007FF660015A44 (Unity) worker_thread_routine
0x00007FF6602390D7 (Unity) Thread::RunThreadWrapper
0x00007FFDC6B07614 (KERNEL32) BaseThreadInitThunk
0x00007FFDC6D826A1 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
* C:/Users/[REDACTED]/AppData/Local/Temp/Unity/Editor/Crashes
[FMOD] OutputWASAPI::mixerThread : Starvation detected in WASAPI output buffer!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:558)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:81)
(Filename: Assets/Plugins/FMOD/src/RuntimeUtils.cs Line: 558)```
both threads crashed*
this suggests something like an out of memory error
or that the computer does not have enough CPU resources
to keep up with, e.g., 1 frame per second
I think one caused the other. It's a high end PC that is performing well above 100fps until it crashes.
It happens when built as well.
you can reproduce the issue?
i think it might be a unity engine bug then
you can try ticketing it
this is all native code
it's a high end pc. you are too deep in the Low Information Zone to fix this one
hopefully you have 9 months to wait
or you can try toggling things off until it doesn't reproduce anymore
True hopelessness. That's what I was afraid of.