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In one work day, the unity Editor can crash between 15-50 times, depending on the type of work. (During our URP tests, Cesium will cause the editor to crash every SINGLE time we exited play mode)
My suspicion is that issue 525 only moved the crash from being in Cesium's stacktrace to being Unity's stacktrace, as the crash reports say different things now.
To test our suspicion, we've made a fork of Cesium.
In CesiumIonSessionImpl.cpp we just call return on these functions: ConnectResumeDisconnect.
I am aware this is not a fix, but removing the logic behind these functions stops the crashes.
Also, we don't use Ion.
To Reproduce
Install Cesium.
Cause long domain reloads.
Crashes.
Setup
Unity version: 6000.0.32f1
Cesium: 1.14.1
Additional context
This seems to be a problem with CesiumIonSession that isn't handled while reloading domains.
It causes a native crash on the C++ side in Cesium which causes Unity to crash.
We have upgraded to Unity 6, which causes the crashes to occur more often, though it still happened on older Unity versions.
Our project is very large and can have very long domain reloads (As this is an actual product as opposed to a tech demo).
This is an example of a crash, all crashes are related to scriptable objects, and these go away once we moved to our custom Cesium fork.
This issue is an extension of #525.
In one work day, the unity Editor can crash between 15-50 times, depending on the type of work. (During our URP tests, Cesium will cause the editor to crash every SINGLE time we exited play mode)
My suspicion is that issue 525 only moved the crash from being in Cesium's stacktrace to being Unity's stacktrace, as the crash reports say different things now.
To test our suspicion, we've made a fork of Cesium.
In
CesiumIonSessionImpl.cpp
we just call return on these functions:Connect
Resume
Disconnect
.I am aware this is not a fix, but removing the logic behind these functions stops the crashes.
Also, we don't use Ion.
To Reproduce
Setup
Additional context
This seems to be a problem with CesiumIonSession that isn't handled while reloading domains.
It causes a native crash on the C++ side in Cesium which causes Unity to crash.
We have upgraded to Unity 6, which causes the crashes to occur more often, though it still happened on older Unity versions.
Our project is very large and can have very long domain reloads (As this is an actual product as opposed to a tech demo).
This is an example of a crash, all crashes are related to scriptable objects, and these go away once we moved to our custom Cesium fork.
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