I am getting a crash trying to run a hololens app in the emulator. 'OnlineMaps211.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\OnlineMaps211VS.Debug_x86.majjohnson\System.Diagnostics.Debug.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. Module information: Built with Compiler Ver '190023918' Built from '5.6/release' branch Version is '5.6.0f3 (497a0f351392)' Debug build Application type 'D3D11' Used 'UWP' OS 'Windows 10 (10.0.14393)' PlayerConnection initialized from C:/Data/Users/DefaultAccount/AppData/Local/DevelopmentFiles/OnlineMaps211VS.Debug_x86.majjohnson/Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55440 Multi-casting "[IP] 172.16.80.2 [Port] 55440 [Flags] 2 [Guid] 1588586373 [EditorId] 82633437 [Version] 1048832 [Id] MetroPlayerX86(HoloLens-2FFV8) [Debug] 0" to [225.0.0.222:54997]... Started listening to [0.0.0.0:55440] Player data archive not found at `C:/Data/Users/DefaultAccount/AppData/Local/DevelopmentFiles/OnlineMaps211VS.Debug_x86.majjohnson/Data/data.unity3d`, using local filesystem GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: Microsoft RemoteFX Graphics Device - WDDM (ID=0x2c1) Vendor: Microsoft VRAM: 639 MB Initialize engine version: 5.6.0f3 (497a0f351392) 'OnlineMaps211.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\OnlineMaps211VS.Debug_x86.majjohnson\UnityEngineProxy.dll'. Cannot find or open the PDB file. 'OnlineMaps211.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\OnlineMaps211VS.Debug_x86.majjohnson\System.Linq.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'OnlineMaps211.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\OnlineMaps211VS.Debug_x86.majjohnson\System.Reflection.Extensions.dll'. Module was built without symbols. Logical Screen DPI is 144.00. The following GlobalManagers were stripped from the build (Either because they're not used or not supported on this platform): NetworkManager MasterServerInterface UnityAdsManager ClusterInputManager UnityAnalyticsManager CrashReportManager PerformanceReportingManager If your machine has multiple graphics adapters, Unity may have created a WindowContext on the wrong adapter. If you experience a black screen when playing, please restart the Editor. (Filename: C:/buildslave/unity/build/Runtime/VR/VRDevice.cpp Line: 184) Screen position out of view frustum (screen pos 0.000000, 0.000000) (Camera rect 0 0 1268 720) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 2622) The program '[3848] OnlineMaps211.exe' has exited with code -1073741819 (0xc0000005) 'Access violation'. Application runs fine in the Unity editor.
Switch debugger type to 'mixed' in project properties -> debug. That should give you the callstack for the crash, which would allow us to further diagnose what's going on.
Uh...it hits a breakpoint, doesn't tell me where (error details: "OnlineMaps211.exe has triggered a breakpoint. occurred"), hitting continue and the application runs, albeit top-bottom reversed. https://s23.postimg.org/sa2lz6f5n/unity.png https://s23.postimg.org/xwyywnhob/holo.png Edit: Looks like the breakpoint is inside the Unity DLL. It says UnityPlayer_UAP_x86_debug_dotnet.pdb not loaded. U:\Users\DefaultAccount\AppData\Local\DevelopmentFiles\OnlineMaps211VS.Debug_x86.majjohnson\UnityPlayer.dll
You should be able to load the PDB. It should be inside unity installation directory: <UNITY_INSTALL_DIR>\Data\PlaybackEngines\metrosupport\Players\UAP\dotnet\x86\Debug\.
Here's the PDB file from when I ran the application late yesterday. https://www.dropbox.com/s/rftp802a0lvn5pt/UnityPlayer_UAP_x86_debug_dotnet.zip?dl=0
Oh sorry, I misunderstood. First one shows the entire VS window; the pdb loaded, but still said "no source available." Second one is just the call stack of a second exception it encountered after hitting "continue" once. https://s1.postimg.org/vstb3rn3z/call-stack.png https://s1.postimg.org/uf1o8gnun/call-stack2.png
Here's a crash dump extracted from the hololens device. My coworker also upgraded to Unity 5.6.0f3 from 5.5.1f1 and started experiencing the problem. This tells me that this is an issue with Unity 5.6 specifically. We are both downgrading back to 5.5.1 now.
Can you give a little information about your project and what you are doing when this crash occurs? It looks like it happens pretty quickly after the app is deployed.
The crash occurs before it even reaches the "Made with Unity" splash screen. When the error is encountered if I hit "continue" then the hololense display shows the "Made with Unity" splash for a second before getting into the scene that we created (albeit mirrored top to bottom). As for the project itself, I honestly know very little. But basically it's a hololens app that displays a 3D map (using Online Maps) and allows the user to place markers on the map from a list (with some extra data attached, which draws stuff around the marker). Project runs fine with no issues in Unity 5.5.1--or did until my coworker updated to 5.6, and now I'm trying to downgrade to 5.5.1 myself, but am running into other issues. Like missing Csharp 4.0.1 libraries or missing assembly references to System.Xml when trying to build the project. I suspect my coworker is going to have the same problem tomorrow when *he* downgrades. But there's virtually no code that we ourselves have written beyond taking input from the hololens API and supplying it over to Online Maps.
I will find out. I have no idea how client-confidential this is. *I* haven't seen anything that I'd consider NDA or PII level restricted, but I'm also being super cautious due to the fact that I'm an outside contractor who's only been here for two and a half weeks.
A zipped version of the project (minus all confidential information) has been uploaded here (a location supplied by the Microsoft representative I've been working with as well). Hopefully you can access the file as well.
Shoved it at Dropbox until it finally uploaded. It did not want to go yesterday. https://www.dropbox.com/s/iplh8di49lhs93m/OnlineMaps211.zip?dl=0
I can see the crash now when deploying to the hololens emulator with the project, could it be a issue with RS2? Looking closely at the exception this looks like an issue with one of 1 Microsoft dlls. It looks like Windows.Mirage.dll is crashing on some parameter on startup, do you have any information on the project that might be help narrow things down?
As far as I know the code that has been written doesn't interact directly with Windows.Mirage at all. It might be a problem on the Microsoft side. I have not heard anything from them yet today, but hopefully he will have some insight there.
Interesting development. In creating a fresh project and a fresh scene to play around in and learn how to interface with the Hololens better I discovered that merely importing Online Maps into assets causes the crash but not the mirrored rendering. Given that I have no idea what code Online Maps runs without having its main class attached to a game object, I cannot speculate as to why this results in the observed behavior.
Code (CSharp): > UnityPlayer.dll!Camera::ScreenPointToRay(class Vector2f const &) Unknown UnityPlayer.dll!Camera_CUSTOM_INTERNAL_CALL_ScreenPointToRay(void *,class Vector3f const &,class Ray &) Unknown UnityEngineDelegates.dll!_Camera_CUSTOM_INTERNAL_CALL_ScreenPointToRay@16() Unknown [External Code] UnityEngineProxy.dll!UnityEngineProxy.InternalCalls.Camera_CUSTOM_INTERNAL_CALL_ScreenPointToRay(object self, System.IntPtr position, System.IntPtr paramValue) Line 40853 C# [External Code] [Frames below may be incorrect and/or missing, no symbols loaded for threadpoolwinrt.dll Doing some "pop out of method" advances, Code (CSharp): > UnityPlayer.dll!metro_invoke_method(class ScriptingMethodPtr,class ScriptingObjectPtr,struct ScriptingArguments *,class ScriptingExceptionPtr *,bool) Unknown UnityPlayer.dll!scripting_method_invoke(class ScriptingMethodPtr,class ScriptingObjectPtr,struct ScriptingArguments &,class ScriptingExceptionPtr *,bool) Unknown UnityPlayer.dll!ScriptingInvocation::Invoke(class ScriptingExceptionPtr *,bool) Unknown UnityPlayer.dll!ScriptingInvocation::Invoke(void) Unknown UnityPlayer.dll!`InitPlayerLoopCallbacks'::`2'::PreUpdateSendMouseEventsstruct::Forward() Unknown UnityPlayer.dll!PlayerLoop(void) Unknown UnityPlayer.dll!metro::MainLoop(bool) Unknown UnityPlayer.dll!UnityPlayer::AppCallbacks::UnitySplashScreenLoop(void) Unknown UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void *) Unknown UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void *) Unknown UnityPlayer.dll!<lambda>(void)() Unknown UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_3e1924211b9579f8e542f5342662ee9c>,void,struct Windows::Foundation::IAsyncAction ^>::Invoke(struct Windows::Foundation::IAsyncAction ^) Unknown UnityPlayer.dll!Windows::System::Threading::WorkItemHandler::Invoke(struct Windows::Foundation::IAsyncAction ^) Unknown UnityPlayer.dll!Windows::System::Threading::WorkItemHandler::[Windows::System::Threading::WorkItemHandler::__abi_IDelegate]::__abi_Windows_System_Threading_WorkItemHandler___abi_IDelegate____abi_Invoke(struct Windows::Foundation::IAsyncAction ^) Unknown threadpoolwinrt.dll!68f34c6f() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for threadpoolwinrt.dll] [External Code] Attempting to "Step out" of that stack only gets about half-way before the program carries along its merry way (roughly where the lambda is). Edit: Even more interesting. Even removing Online Maps from the assets doesn't make the error go away.
Looks like the Microsoft folks filed a bug for this, #910047. If that's sufficient then I don't have to try and figure out how to submit a crash bug through the Unity editor and including all of the necessary bits.
Hi Wesley, Is there an ETA or workaround for this issue. It prevents me from debugging my app. And I cannot rollback to 5.5.2. Would appreciate your help on this! Thank you, Simon
Wesley - Is this filed as Bug 910047 or 915065? I cannot find 910047 in the https://issuetracker.unity3d.com/
Following the bread crumb trail from 910047 which was a private bug, it appears this issue is being tracked under this bug now: https://issuetracker.unity3d.com/product/unity/issues/guid/915065/