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Question by Ruonan · Dec 06, 2012 at 08:30 AM · crash

Game Crash: DEMO.exe caused an Access Violation (0xc0000005)

Hey,

Our game crashed frequently with a crash report like this:

Unity Player [version: Unity 4.0.0f7_034d3531fec3]

DEMO.exe caused an Access Violation (0xc0000005) in module DEMO.exe at 0023:012d4fe0.

Error occurred at 2012-12-06_153918.

E:\MainWork\beta\20121205\DEMO.exe, run by Administrator.

54% memory in use.

0 MB physical memory [3730 MB free].

0 MB paging file [0 MB free].

0 MB user address space [2742 MB free].

Read from location 00000000 caused an access violation.

And here is the Call Stack when it crash:

========== OUTPUTING STACK TRACE ==================

(0x012D4FE0) (DEMO): (filename not available): Transform::SetCacheDirty + 0x20

(0x012D504B) (DEMO): (filename not available): Transform::SetCacheDirty + 0x8b

(0x012D504B) (DEMO): (filename not available): Transform::SetCacheDirty + 0x8b

(0x012D6047) (DEMO): (filename not available): Transform::AwakeFromLoad + 0x17

(0x01377551) (DEMO): (filename not available): StreamedBinaryWrite<1>::TransferTypeless + 0x1271

(0x0137DCB2) (DEMO): (filename not available): CacheReaderBase::~CacheReaderBase + 0x4e12

(0x011B837D) (DEMO): (filename not available): ReadObjectFromPersistentManager + 0x1d

(0x011BE360) (DEMO): (filename not available): Unity::GameObject::GetSupportedMessagesRecalculate + 0x80

(0x011BED6D) (DEMO): (filename not available): Unity::GameObject::SetSupportedMessagesDirty + 0x1d

(0x011C01D9) (DEMO): (filename not available): Unity::GameObject::AwakeFromLoad + 0x9

(0x0137DCB2) (DEMO): (filename not available): CacheReaderBase::~CacheReaderBase + 0x4e12

(0x011B837D) (DEMO): (filename not available): ReadObjectFromPersistentManager + 0x1d

(0x012E0304) (DEMO): (filename not available): Transform::VirtualRedirectTransfer + 0x7c24

(0x0135ECD8) (DEMO): (filename not available): ObjectToScriptingObjectImpl2 + 0x5a8

(0x0135ED84) (DEMO): (filename not available): ObjectToScriptingObjectImpl2 + 0x654

(0x0135EE20) (DEMO): (filename not available): ObjectToScriptingObjectImpl2 + 0x6f0

(0x01340A61) (DEMO): (filename not available): kMemWiiRenderTextureTempStruct::kMemWiiRenderTextureTempStruct + 0x32d1

(0x01351418) (DEMO): (filename not available): kMemWiiRenderTextureTempStruct::kMemWiiRenderTextureTempStruct + 0x13c88

(0x01351BF4) (DEMO): (filename not available): kMemWiiRenderTextureTempStruct::kMemWiiRenderTextureTempStruct + 0x14464

(0x01351E62) (DEMO): (filename not available): kMemWiiRenderTextureTempStruct::kMemWiiRenderTextureTempStruct + 0x146d2

(0x01383808) (DEMO): (filename not available): CacheReaderBase::~CacheReaderBase + 0xa968

(0x0137DB7C) (DEMO): (filename not available): CacheReaderBase::~CacheReaderBase + 0x4cdc

(0x01323FDE) (DEMO): (filename not available): QuaternionToEuler + 0x251de

(0x01339E97) (DEMO): (filename not available): QuaternionToEuler + 0x3b097

(0x01328549) (DEMO): (filename not available): QuaternionToEuler + 0x29749

(0x013296B0) (DEMO): (filename not available): QuaternionToEuler + 0x2a8b0

(0x0132A712) (DEMO): (filename not available): QuaternionToEuler + 0x2b912

(0x0132A94D) (DEMO): (filename not available): QuaternionToEuler + 0x2bb4d

(0x013BD29D) (DEMO): (filename not available): PlayerMainWndProc + 0x5ad

(0x013BE57F) (DEMO): (filename not available): PlayerWinMain + 0x7df

(0x014DFAD8) (DEMO): (filename not available): Behaviour::AllowTransferOptimization + 0x36388

(0x01510D40) (DEMO): (filename not available): Behaviour::AllowTransferOptimization + 0x675f0

(0x7604339A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12

(0x77C69EF2) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63

(0x77C69EC5) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36

========== END OF STACKTRACE ===========

The call stacks has some difference everytime, but the top of the stack is always Transform::SetCacheDirty function.

it only happens when our game is switching scenes, but not everytime.

We were using Application.LoadLevelAsync() to load our scene, I am not sure if this is a problem.

And We cannot reproduce this in editor mode.

I have no idea what should do to stop this crash. Can anyone help?

Thanks.

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