Recently encountered a strange crash in Unity3D. I actually use Unity3D on Linux, so after working on the game for a while I wanted to see how it runs on Windows. Everything compiled fine but when running the game Unity3D would crash.
So I took a look at the crash log located here.
========== OUTPUTING STACK TRACE ==================
(0x011B2C27) f:\dd\vctools\crt_bld\SELF_X86\crt\src\INTEL\memcpy.asm (185 + 0x0): memcpy + 0x57 \buildagent\work\d63dfc6385190b60\runtime\shaders\vbo.cpp (98 + 0x13): CopyVertexStream + 0x56 (0x010D38DF) c:\buildagent\work\d63dfc6385190b60\runtime\gfxdevice\d3d11\d3d11vbo.cpp (700 + 0x2f9): D3D11VBO::UpdateVertexData + 0x34f (0x01114038) c:\buildagent\work\d63dfc6385190b60\runtime\gfxdevice\threaded\gfxdeviceworker.cpp (1517 + 0x0): GfxDeviceWorker::RunCommand + 0x4e08 (0x01115DE1) c:\buildagent\work\d63dfc6385190b60\runtime\gfxdevice\threaded\gfxdeviceworker.cpp (215 + 0x14): GfxDeviceWorker::RunGfxDeviceWorker + 0x51 (0x0090993D) c:\buildagent\work\d63dfc6385190b60\runtime\threads\thread.cpp (40 + 0x9): Thread::RunThreadWrapper + 0x2d (0x774F338A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12 (0x77EA9F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63 (0x77EA9F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36
Ok so this has something to do with a shaders vbo? Searching around I found this post. In my game, custom meshes are created at boot up, so the problem must be with the way some mesh is being constructed.
Everything looks fine to me.
Checking out the Unity Mesh Docs there is an important line:
Modifying vertex attributes every frame: 1) get vertices, 2) modify them, 3) assign them back to the mesh.
So the problem must be with the uv because it is being modified directly on the mesh. I rearranged the code so a uv array gets created on a temp variable and then set on the mesh.uv property.
And that fixed the problem. Do not modify arrays once defined on a mesh.