Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

(Case 931525) Crash on adding any Script - UsabilityAnalytics_CUSTOM_SendEvent

Discussion in '2017.2 Beta' started by rastlin, Jul 17, 2017.

  1. rastlin

    rastlin

    Joined:
    Jun 5, 2017
    Posts:
    127
    Both betas (b2 & b3) crashes on me when I try to add any scripts to any game object.

    The editor.log says it's something related to UsabilityAnalytics_CUSTOM_SendEvent, that's strange since I have a free version, and I have no Unity service attached to my project.

    Everything works fine in 2017.1 on the same project.

    Code (csharp):
    1.  
    2. ========== OUTPUTING STACK TRACE ==================
    3.  
    4. 0x0000000141B9BA94 (Unity) UsabilityAnalytics_CUSTOM_SendEvent
    5. 0x000000003A043A05 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.UsabilityAnalytics:SendEvent (string,System.DateTime,System.TimeSpan,bool,object)
    6. 0x000000003A0436EF (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Inspector\AddComponentWindow.cs:825] UnityEditor.AddComponentWindow:SendUsabilityAnalyticsEvent (UnityEditor.AddComponentWindow/AnalyticsEventData)
    7. 0x000000003A042FC5 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Inspector\AddComponentWindow.cs:805] UnityEditor.AddComponentWindow:GoToChild (UnityEditor.AddComponentWindow/Element,bool)
    8. 0x000000003A038941 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Inspector\AddComponentWindow.cs:651] UnityEditor.AddComponentWindow:HandleKeyboard ()
    9. 0x000000003A035889 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Inspector\AddComponentWindow.cs:555] UnityEditor.AddComponentWindow:OnGUI ()
    10. 0x0000000037E7ACA5 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    11. 0x00007FFFD4046BCA (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\mini\mini-runtime.c:2616] mono_jit_runtime_invoke
    12. 0x00007FFFD42CABA7 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2853] do_runtime_invoke
    13. 0x00007FFFD42D5A02 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:3012] mono_runtime_invoke_checked
    14. 0x00007FFFD42D6287 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:5116] mono_runtime_try_invoke_array
    15. 0x00007FFFD42D596E (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:4996] mono_runtime_invoke_array_checked
    16. 0x00007FFFD42A5534 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\icall.c:3286] ves_icall_InternalInvoke
    17. 0x000000003BFE97A1 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    18. 0x000000003BFE8275 (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    19. 0x000000003BFE7F4F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
    20. 0x000000003260AFAB (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:283] UnityEditor.HostView:Invoke (string,object)
    21. 0x000000003260AE00 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:277] UnityEditor.HostView:Invoke (string)
    22. 0x000000003A034722 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:106] UnityEditor.HostView:OldOnGUI ()
    23. 0x0000000037A89F36 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\IMGUIContainer.cs:127] UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event)
    24. 0x0000000037A88CD4 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\IMGUIContainer.cs:213] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent (UnityEngine.Experimental.UIElements.EventBase)
    25. 0x0000000037EFB8AE (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\EventDispatcher.cs:290] UnityEngine.Experimental.UIElements.EventDispatcher:SendEventToIMGUIContainers (UnityEngine.Experimental.UIElements.VisualElement,UnityEngine.Experimental.UIElements.EventBase)
    26. 0x0000000037EFBB2D (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\EventDispatcher.cs:302] UnityEngine.Experimental.UIElements.EventDispatcher:SendEventToIMGUIContainers (UnityEngine.Experimental.UIElements.VisualElement,UnityEngine.Experimental.UIElements.EventBase)
    27. 0x0000000037EE6F7F (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\EventDispatcher.cs:268] UnityEngine.Experimental.UIElements.EventDispatcher:DispatchEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    28. 0x0000000037A37D44 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\UIElementsUtility.cs:208] UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    29. 0x0000000037A376C7 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\UIElements\Managed\UIElementsUtility.cs:72] UnityEngine.Experimental.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
    30. 0x0000000037A36CB4 (Mono JIT Code) [C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUIUtility.cs:175] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
    31. 0x0000000037A3726F (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    32. 0x00007FFFD4046BCA (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\mini\mini-runtime.c:2616] mono_jit_runtime_invoke
    33. 0x00007FFFD42CABA7 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2853] do_runtime_invoke
    34. 0x00007FFFD42D577F (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2905] mono_runtime_invoke
    35. 0x000000014091669C (Unity) scripting_method_invoke
    36. 0x000000014090B013 (Unity) ScriptingInvocation::Invoke
    37. 0x000000014090B78A (Unity) ScriptingInvocation::Invoke<bool>
    38. 0x0000000140131E8E (Unity) IMGUIScriptingClasses::ProcessEvent
    39. 0x0000000140FF62F6 (Unity) GUIView::ProcessRetainedMode
    40. 0x00000001412A9CB8 (Unity) GUIView::OnInputEvent
    41. 0x0000000140FF0463 (Unity) GUIView::ProcessInputEvent
    42. 0x00000001412A1A35 (Unity) GUIView::ProcessEventMessages
    43. 0x00000001412ADB85 (Unity) GUIView::GUIViewWndProc
    44. 0x00007FF81892BC50 (USER32) CallWindowProcW
    45. 0x00007FF81892B5CF (USER32) DispatchMessageW
    46. 0x00000001412BDA2A (Unity) MainMessageLoop
    47. 0x00000001412BF3C4 (Unity) WinMain
    48. 0x0000000141DCD1C8 (Unity) __tmainCRTStartup
    49. 0x00007FF817D22774 (KERNEL32) BaseThreadInitThunk
    50. 0x00007FF819170D51 (ntdll) RtlUserThreadStart
    51.  
    52. ========== END OF STACKTRACE ===========
    53.  
     
  2. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,657
    Thanks, this has been fixed internally - might not make the next beta release but should definitely be in the one after that.
     
  3. rastlin

    rastlin

    Joined:
    Jun 5, 2017
    Posts:
    127
    Hi,

    Just wanted to let you know, this still happens in Beta 4.

    I know this has been listed under Known issues:

    Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)

    Just wanted to point out, for me this happen on any script attach. I just had 1 light in the scene. I even tried to remove the light entirely from the scene, and the crash still happens on attaching any script, so for me the crash does not happens on any interactions with the light per se.
     
  4. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,657
    Yep, I landed the fix to our 2017.2 branch yesterday afternoon, and it'll ship in Beta 5.

    FWIW, the crash should not happen if you use the 'Component' menu to attach components - it only happens if you use the 'Add Component' button in the Inspector.