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[CRASH] Memory can not be "read" / "write"
Builded game realy often crash with this error. As we suggest it's partialy related to our level-streaming system, and over types of loading scenes, or Resources.UnloadUnusedAssets()
More over, we can't reproduce it in office, only in production-builds.
Appeared after update from Unity 2017 to 2018 beta.
More info :
Error appear on simple SceneManger.LoadScene (single) and on SceneManger.LoadLevelAsync (single) and on SceneManger.LoadLevelAsync (additive)
Plarform : PC, Windows 64-bit
DirectX : 11 only
Level-streaming Details :
Scenes Load / Unload Asyncronously additive scenes, but there's can not be two simultaneous unloads or two simultaneous loads. And, as I told earlier, crash happeneds even on simple scene loads
Do you use any native code in your "level-strea$$anonymous$$g system"? This looks like some bad pointer operations. However we can't really help you here as this problem is specific to your project which we do not have access to. Even if we had it's probably a tedious process of narrowing down what might cause this problem. Do you use any threading? Are you sure you properly synchronised all shared memory access?
Hello, nope, we don't use any native code. Simple Scene$$anonymous$$anager functions. Async - yes, we use Scene$$anonymous$$anager.LoadSceneAsync(), but we don't allow to interrupt it, if main scene is changed, streamer-script became DontDestroyOnLoad and unload all additive scenes. And I want to re$$anonymous$$d, that error appear not only with level strea$$anonymous$$g system, and on other load-scene situations
Answer by mitaywalle · May 18, 2018 at 05:49 PM
Error disappeared after update to Unity 2018.1.0f2
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