Simple repro, having code like this crashes editor in OnDispose, replacing Domain to Persistent solves that. Latest 1.4 packages, latest burst, Editor 6.3.0b3 (Happens in previous versions too)
[BurstCompile]
public partial struct TstCrash : ISystem
{
private UnsafeList<UnsafeList<int>> test;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
test = new UnsafeList<UnsafeList<int>>(64 * 64 * 16, Allocator.Domain);
for (int i = 0; i < 64 * 64 * 16; i++)
{
test.Add(new UnsafeList<int>(1, Allocator.Domain));
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state)
{
for (int i = 0; i < test.Length; i++)
{
test[i].Dispose();
}
test.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
}
}
In addition having 128*128*16 will crash in OnCreate. Docs states that exceeding l2 cache only reduce performance, I don’t expect it to crash. I’m aware that Unity frees memory for Domain automatically, but docs also tells that we can manually free it at any time. Hi @tough smelt whom should I bother with that?

