What does an issue with JobQueue indicate when UnityPlayer crashes?
I have a ghost bug. It is impossible to debug because it only crashes in a built release. it does not crash in the Editor, nor when I build in development mode.
The crash happens apparently at random, and is not easily reproduced.
The crash error log always details the "JobQueue".
My questions is, does this indicate an error in graphics processing? Could it be physics related, or Input? Could it be anything?
For info, I'm on Windows, Unity Version 2019.4.7
Some different example error log reports:
Log 1)
x00007FFA95A8ED6C (UnityPlayer) PerThreadPageAllocator::AcquireNewPage
0x00007FFA95BF2C8C (UnityPlayer) PrepareMeshRenderNodes<1>
0x00007FFA95AE3B58 (UnityPlayer) ExecuteRenderQueue
0x00007FFA95C4E228 (UnityPlayer) JobQueue::Exec
0x00007FFA95C4E65A (UnityPlayer) JobQueue::ProcessJobs
0x00007FFA95C4F7B0 (UnityPlayer) JobQueue::WorkLoop
0x00007FFA95D3AFE8 (UnityPlayer) Thread::RunThreadWrapper
0x00007FFADDF87BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFADFDACE51 (ntdll) RtlUserThreadStart
Log 2)
0x00007FFAD38DD970 (UnityPlayer) VFXIndirectArgsBuffer::GetIndirectArgs
0x00007FFAD3D680E4 (UnityPlayer) CollectForwardObjectsJob
0x00007FFAD3E8E22C (UnityPlayer) JobQueue::Exec
0x00007FFAD3E8E65A (UnityPlayer) JobQueue::ProcessJobs
0x00007FFAD3E8F7B0 (UnityPlayer) JobQueue::WorkLoop
0x00007FFAD3F7AFE8 (UnityPlayer) Thread::RunThreadWrapper
0x00007FFB1F117BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFB1FAECE51 (ntdll) RtlUserThreadStart
Did you ever find the solution to this? Getting what I think is the same error (random crashes in non development built game with the same stack trace) in 2019.4.10f. Cheers.
Yes I think I finally discovered what was causing this. It was not directly a fault of the software - it was my own hardware in my new PC! $$anonymous$$y memory (Creative) is apparently an unstable match with my motherboard (Auros) and it would result in these random crashes! A Bios upgrade resolved it.
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