boboshu

spine 3.2 crash at 5.6.2p3 (5.5.2f1 is ok)
my project has a lot of spines. use spine version 3.2.1
we cant upgrade 3.6 at this time .
please help how to fix this !!

same at
http://zh.esotericsoftware.com/forum/Spine-3-5-runtime-crash-8800
https://issuetracker.unity3d.com/issues/crash-in-meshrenderingdata-extractmeshbuffersanddrawrange-while-entering-slash-exiting-playmode-when-generating-maps-with-mapbox
http://zh.esotericsoftware.com/forum/Calling-skeleton-Update-directly-is-crashing-Unity-8766


backtrace:

I/DEBUG ( 144): #00 pc 004fd95a /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (MeshRenderingData::ExtractMeshBuffersAndDrawRange(ShaderChannelMask, int, MeshBuffers&, DrawBuffersRange&, bool) const+170)

I/DEBUG ( 144): #01 pc 0040ed5f /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (DrawUtil::DrawMeshRawFromNodeQueue(RenderNodeQueue const&, unsigned int, ShaderChannelMask, int)+159)

I/DEBUG ( 144): #02 pc 002b5ae1 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (BatchRenderer::RenderBatch(BatchInstanceData const*, unsigned int, ShaderChannelMask)+289)

I/DEBUG ( 144): #03 pc 002c33ad /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (ForwardRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)+5165)

I/DEBUG ( 144): #04 pc 009183a8 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (GfxDevice::ExecuteAsync(int, void ()(GfxDeviceAsyncCommand::ArgScratch, GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch**, GfxDeviceAsyncCommand::Arg const*, JobFence const&)+72)

I/DEBUG ( 144): #05 pc 002c1c5f /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (ForwardShaderRenderLoop::StartRenderJobs(JobFence&, bool, ShadowMaskMode, ShaderPassContext&)+1359)

I/DEBUG ( 144): #06 pc 002c442a /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (ForwardShaderRenderLoop::PerformRendering(JobFence&, ActiveLight const*, ShadowJobData const&, bool, bool, bool, Camera::RenderFlag)+730)

I/DEBUG ( 144): #07 pc 002c6028 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (DoForwardShaderRenderLoop(RenderLoopContext&, dynamic_array<RenderObjectData, 4u>&, CullResults const&, bool, bool, bool, Camera::RenderFlag)+6168)

I/DEBUG ( 144): #08 pc 002d0d54 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool)+2804)

I/DEBUG ( 144): #09 pc 002892df /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (Camera::DefaultPerformRenderFunction::operator()(Camera*, RenderingPath, CullResults*)+79)

I/DEBUG ( 144): #10 pc 0021ca5f /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (Camera::DoRender(CullResults&, SharedRendererScene const&, Camera::RenderFlag, Camera::PerformRenderFunction*)+367)

I/DEBUG ( 144): #11 pc 0021e5a8 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (Camera::CustomRender(CullResults&, ShaderPassContext&, CameraRenderingParams const*, Camera::RenderFlag, Camera::PerformRenderFunction*)+1544)

I/DEBUG ( 144): #12 pc 0025a33b /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (RenderManager::RenderCameras(int, void (*)())+1659)

I/DEBUG ( 144): #13 pc 00633fbd /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (PlayerRender(bool)+333)

I/DEBUG ( 144): #14 pc 00634f43 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (InitPlayerLoopCallbacks()::PostLateUpdateFinishFrameRenderingstruct::Forward()+51)

I/DEBUG ( 144): #15 pc 006359a1 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (PlayerLoop()+1201)

I/DEBUG ( 144): #16 pc 00ab12ac /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (UnityPlayerLoop()+860)

I/DEBUG ( 144): #17 pc 00ab3b12 /data/app-lib/com.Alioth.JusticeSchool-1/libunity.so (nativeRender(_JNIEnv*, _jobject*)+274)
boboshu
Posts: 3

Pharan

Those other threads don't seem to be the same problem.
And it's really not clear what is causing the problem either.

This stacktrace is also strange. What platform is this? And what were the things that happened that led you to believe this is caused by the Spine runtime?
User avatar
Pharan

Pharan
Posts: 4543

boboshu

Pharan wrote:Those other threads don't seem to be the same problem.
And it's really not clear what is causing the problem either.

This stacktrace is also strange. What platform is this? And what were the things that happened that led you to believe this is caused by the Spine runtime?
it crash on Android !, 5.5.2f1 is not crash ,5.6.2p3 will crash . my game has some crash fixed point at spawn muilty spine game object on game .

same as Spine 3.5 runtime crash
this post you said unity 5.6 has some change. please for help .
boboshu
Posts: 3


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