I've seen numerous, repeated crashes rendering LogicRibbonReader graphics. This particular crash happened while in the game menu (hit esc key) and the game was effectively paused. This is a common pattern. To repro, simply let this world run for a few cycles. I have seen numerous other regular crashes with a similar stack trace, but the LogicRibbonReader seems to be the most frequent object being rendered when the crash happens.
Assert failed
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0
at Debug.LogError (System.Object obj) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at Debug.Assert (System.Boolean condition) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at HandleVector`1[T].Add (T item) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at KAnimControllerBase.StartQueuedAnim () [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at LogicRibbonReader.UpdateVisuals () [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at LogicRibbonReader.Render200ms (System.Single dt) [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
at SimAndRenderScheduler+Render200ms.Update (IRender200ms updater, System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at StateMachineUpdater+BucketGroup.InternalAdvance (System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at StateMachineUpdater+BucketGroup.Advance (System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at StateMachineUpdater.Render (System.Single dt) [0x00000] in <158cd7482f89497392ec5a6ce92a5144>:0
at Game.LateUpdate () [0x00000] in <84ec5be14c67406292956d199a0bec75>:0
Build: U39-490405-V
To repro, simply let this world run for a few cycles.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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