I'm able to replicate a crash in my game and the logs point to
0x00007FFF6DBF6FF8 (lib_burst_generated) [C:\Users\Bilal\Dev\frankenstorm\Library\PackageCache\com.unity.burst@1.8.8.Runtime\unknown\unknown:0] Unity.Entities.ChunkIterationUtility.Unity.Entities.GatherEntitiesWithoutFilter_00000A34$BurstDirectCall.Invoke
(dump and log attached)
Using Unity 2022.3.6f1. Error was occurring on Burst 1.8.7 and Entities 1.0.11 so I tried upgrading to the latest Burst (1.8.8) and Entities (1.0.14) packages, but it still occurs there.
This crash is occurring when the query is executed in a MonoBehaviour, while the ECS world is not doing anything (in between when the last ECS tick finished and the next one will begin) - so there should be no jobs or anything running to cause collisions. I've got safety checks enabled and nothing relevant popped up there. I've spent quite a while trying to confirm this assumption, and yeah AFAIK there's really no sign of any concurrency going on at this point.
Not really sure what to look for at this point. Any advice on how to proceed?
The crash is coming up when a particular enemy in my game dies. When it dies, it creates a status effect on nearby towers. These operations are executed via command buffers which are played back before that MonoBehaviour ticks. I can't see why any of this would be relevant though... things dying and things creating status effects are very common in my game so this is nothing new 🤔
Also, this crash does not occur in editor, only in a build, so replication is quite slow...