Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by twerkface · Dec 11, 2017 at 05:20 AM · physicsmemorycrashescrash logcrashreport

can't solve crash on Mac/Win (32 and 64)

I have a non-interactive, infinitely cycling application that crashes regularly (if not frequently). I believe it's happening when certain objects are in the scene, but I'm not sure. The Mac Crash Reporter says it's this error, which I understand has to do with memory, but I'm not exactly sure what else:

 Crashed Thread:        0  Dispatch queue: com.apple.main-thread
 
 Exception Type:        EXC_BAD_ACCESS (SIGABRT)
 Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000230
 Exception Note:        EXC_CORPSE_NOTIFY    

The logs in the development builds are ending with something like the following.

 Receiving unhandled NULL exception
 Receiving unhandled NULL exception
 Obtained 13 stack frames.
 Obtained 31 stack frames.
 #0  0x000000016a0db9 in void physx::shdfnd::sort<physx::PxsContactPatch*, physx::SortBoundsPredicateManifold, physx::shdfnd::ReflectionAllocator<physx::PxsContactPatch*> >(physx::PxsContactPatch**, unsigned int, physx::SortBoundsPredicateManifold const&, physx::shdfnd::ReflectionAllocator<physx::PxsContactPatch*> const&, unsigned int)
 #1  0x000000016a0120 in physx::PxsContactReduction<6u>::reduceContacts()
 #2  0x0000000169f8d2 in physx::PxsSolverConstraintPostProcessTask::mergeContacts(physx::PxsCompoundContactManager&, physx::PxsThreadContext&)
 #3  0x0000000169f342 in physx::PxsSolverConstraintPostProcessTask::runInternal()
 #4  0x00000001630804 in physx::Cm::Task::run()
 #5  0x0000000071e9fc in PhysxJobFunc(physx::PxBaseTask*)
 #6  0x00000000a1f506 in JobQueue::Exec(JobInfo*, int, int)
 #7  0x00000000a1fa10 in JobQueue::ExecuteOneJob()
 #8  0x00000000a1bacc in JobSystem::ExecuteOneJobQueueJob()
 #9  0x000000006ec245 in CompletionTask::ProcessAllPhysicsTasks()
 #10 0x0000000070de3d in PhysicsManager::FixedUpdate()
 #11 0x0000000070ba53 in PhysicsManager::InitializeClass()::FixedUpdatePhysicsFixedUpdatestruct::Forward()
 #12 0x00000000acb33d in PlayerLoop()
 #13 0x0000000133c126 in -[PlayerAppDelegate UpdatePlayer]
 #14 0x00000095a8f1e6 in __NSFireTimer
 #15 0x0000009426a996 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
 #16 0x0000009426a4ad in __CFRunLoopDoTimer
 #17 0x00000094269f4e in __CFRunLoopDoTimers
 #18 0x00000094261910 in __CFRunLoopRun
 #19 0x00000094260e1a in CFRunLoopRunSpecific
 #20 0x00000094260c0b in CFRunLoopRunInMode
 #21 0x00000093954396 in RunCurrentEventLoopInMode
 #22 0x00000093954182 in ReceiveNextEventCommon
 #23 0x00000093953f7b in _BlockUntilNextEventMatchingListInModeWithFilter
 #24 0x00000091f86015 in _DPSNextEvent
 #25 0x000000926ebbbb in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
 #26 0x000000926eb4e5 in -[NSApplication(NSEvent) nextEventMatchingMask:untilDate:inMode:dequeue:]
 #27 0x00000091f7acb6 in -[NSApplication run]
 #28 0x00000091f47d1e in NSApplicationMain
 #29 0x0000000133bf1b in PlayerMain(int, char const**)
 #30 0x000000000029f5 in start
 Thread 0x0 may have been prematurely finalized
 Stacktrace:
 
 
 Native stacktrace:
 
     0   libsystem_kernel.dylib              0xa1668496 __pthread_kill + 10
     1   libsystem_c.dylib                   0xa15c8a34 abort + 141
     2   io 120817 ELtestbuild32 nobreak DEV 0x0112b129 _Z12HandleSignaliP9__siginfoPv + 41
     3   libmono.0.dylib                     0x030a4fbc mono_chain_signal + 69
     4   libmono.0.dylib                     0x02ffdc08 mono_sigsegv_signal_handler + 231
     5   libsystem_platform.dylib            0xa1742e5b _sigtramp + 43
     6   ???                                 0xffffffff 0x0 + 4294967295
     7   io 120817 ELtestbuild32 nobreak DEV 0x016a0120 _ZN5physx19PxsContactReductionILj6EE14reduceContactsEv + 1296
     8   io 120817 ELtestbuild32 nobreak DEV 0x0169f8d2 _ZN5physx34PxsSolverConstraintPostProcessTask13mergeContactsERNS_25PxsCompoundContactManagerERNS_16PxsThreadContextE + 1378
     9   io 120817 ELtestbuild32 nobreak DEV 0x0169f342 _ZN5physx34PxsSolverConstraintPostProcessTask11runInternalEv + 290
     10  io 120817 ELtestbuild32 nobreak DEV 0x01630804 _ZN5physx2Cm4Task3runEv + 36
     11  io 120817 ELtestbuild32 nobreak DEV 0x0071e9fc _ZL12PhysxJobFuncPN5physx10PxBaseTaskE + 204
     12  io 120817 ELtestbuild32 nobreak DEV 0x00a1f506 _ZN8JobQueue4ExecEP7JobInfoii + 118
     13  io 120817 ELtestbuild32 nobreak DEV 0x00a1fa10 _ZN8JobQueue13ExecuteOneJobEv + 64
     14  io 120817 ELtestbuild32 nobreak DEV 0x00a1bacc _ZN9JobSystem21ExecuteOneJobQueueJobEv + 28
     15  io 120817 ELtestbuild32 nobreak DEV 0x006ec245 _ZN14CompletionTask22ProcessAllPhysicsTasksEv + 21
     16  io 120817 ELtestbuild32 nobreak DEV 0x0070de3d _ZN14PhysicsManager11FixedUpdateEv + 3005
     17  io 120817 ELtestbuild32 nobreak DEV 0x0070ba53 _ZZN14PhysicsManager15InitializeClassEvEN35FixedUpdatePhysicsFixedUpdatestruct7ForwardEv + 35
     18  io 120817 ELtestbuild32 nobreak DEV 0x00acb33d _Z10PlayerLoopv + 605
     19  io 120817 ELtestbuild32 nobreak DEV 0x0133c126 -[PlayerAppDelegate UpdatePlayer] + 326
     20  Foundation                          0x95a8f1e6 __NSFireTimer + 97
     21  CoreFoundation                      0x9426a996 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22
     22  CoreFoundation                      0x9426a4ad __CFRunLoopDoTimer + 1213
     23  CoreFoundation                      0x94269f4e __CFRunLoopDoTimers + 350
     24  CoreFoundation                      0x94261910 __CFRunLoopRun + 2192
     25  CoreFoundation                      0x94260e1a CFRunLoopRunSpecific + 506
     26  CoreFoundation                      0x94260c0b CFRunLoopRunInMode + 123
     27  HIToolbox                           0x93954396 RunCurrentEventLoopInMode + 268
     28  HIToolbox                           0x93954182 ReceiveNextEventCommon + 494
     29  HIToolbox                           0x93953f7b _BlockUntilNextEventMatchingListInModeWithFilter + 83
     30  AppKit                              0x91f86015 _DPSNextEvent + 1227
     31  AppKit                              0x926ebbbb -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1742
     32  AppKit                              0x926eb4e5 -[NSApplication(NSEvent) nextEventMatchingMask:untilDate:inMode:dequeue:] + 132
     33  AppKit                              0x91f7acb6 -[NSApplication run] + 943
     34  AppKit                              0x91f47d1e NSApplicationMain + 1368
     35  io 120817 ELtestbuild32 nobreak DEV 0x0133bf1b _Z10PlayerMainiPPKc + 1371
     36  io 120817 ELtestbuild32 nobreak DEV 0x000029f5 start + 53
 
 Debug info from gdb:
 
 
 =================================================================
 Got a SIGABRT while executing native code. This usually indicates
 a fatal error in the mono runtime or one of the native libraries 
 used by your application.
 =================================================================

If anyone can help interpret these lines I'd be extremely grateful. Sometimes there are 4 and even 8 "Receiving unhandled NULL exception" lines.

I've used PlayMaker to script some pretty heavy physics interactions. The memory logs have generally shown total memory usage at around 250-300 MB. I'm not really sure what else to do at this point. Hoping someone can provide insight!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

171 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The game crashing eveytime. 1 Answer

Crash on startup 0 Answers

Android app crashing on Camera.set_texture 0 Answers

Game crashing in windows standalone (0xC0000005) 0 Answers

The game crashes only on some Windows devices 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges