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Bug / Crash  Burst error causing crash on ROG Ally
#1
We've got a reviewer playing our game right now and they're having an issue where the game freezes/crashes as soon as they get to a spot where there's a particular rope that loads in. We got this stack trace, but since it only happens on their machine and nobody else has had this problem I'm not sure what to do about it. I haven't delved into collections/burst too much, so this stack trace doesn't tell me much, but maybe you have some better idea what might be happening?

System.NullReferenceException: Object reference not set to an instance of an object.
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in il2cpp-codegen-il2cpp.h:line 303
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in UnsafeParallelHashMap.cs:line 271
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMap`2.GetKeyArray() in UnsafeParallelHashMap.cs:line 1319
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in Generics__171.cpp:line 4735
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in NativeParallelHashMap.cs:line 346
  at Obi.BurstColliderWorld.GenerateContacts() in Obi.cpp:line 3796
  at Obi.BurstColliderWorld.GenerateContacts() in BurstColliderWorld.cs:line 596
  at Obi.BurstSolverImpl.GenerateContacts() in BurstSolverImpl.cs:line 585
  at Obi.BurstSolverImpl.CollisionDetection() in BurstSolverImpl.cs:line 529
  at Obi.ObiSolver.StartSimulation() in ObiSolver.cs:line 1768
  at Obi.ObiSolver.FixedUpdate() in ObiSolver.cs:line 1184


Edit: I had thought it was their specific device, but we now have 3 different devices all sending the same error/stack trace. We haven't been able to get it to happen on our end, so not sure what triggers it still.
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#2
(09-09-2025, 09:16 PM)goldfire Wrote: We've got a reviewer playing our game right now and they're having an issue where the game freezes/crashes as soon as they get to a spot where there's a particular rope that loads in. We got this stack trace, but since it only happens on their machine and nobody else has had this problem I'm not sure what to do about it. I haven't delved into collections/burst too much, so this stack trace doesn't tell me much, but maybe you have some better idea what might be happening?

System.NullReferenceException: Object reference not set to an instance of an object.
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in il2cpp-codegen-il2cpp.h:line 303
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMapData.GetCount() in UnsafeParallelHashMap.cs:line 271
  at Unity.Collections.LowLevel.Unsafe.UnsafeParallelHashMap`2.GetKeyArray() in UnsafeParallelHashMap.cs:line 1319
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in Generics__171.cpp:line 4735
  at Unity.Collections.NativeParallelHashMap`2.GetKeyArray() in NativeParallelHashMap.cs:line 346
  at Obi.BurstColliderWorld.GenerateContacts() in Obi.cpp:line 3796
  at Obi.BurstColliderWorld.GenerateContacts() in BurstColliderWorld.cs:line 596
  at Obi.BurstSolverImpl.GenerateContacts() in BurstSolverImpl.cs:line 585
  at Obi.BurstSolverImpl.CollisionDetection() in BurstSolverImpl.cs:line 529
  at Obi.ObiSolver.StartSimulation() in ObiSolver.cs:line 1768
  at Obi.ObiSolver.FixedUpdate() in ObiSolver.cs:line 1184


Edit: I had thought it was their specific device, but we now have 3 different devices all sending the same error/stack trace. We haven't been able to get it to happen on our end, so not sure what triggers it still.

Hi,

Never seen a similar stack trace, tbh. The only remotely similar one I was able to find online is this one:
https://discussions.unity.com/t/hard-cra...oid/917319

It points to internals of the NativeParallelHashMap implementation in the Collections package, so the first thing I'd try is to update the Collections package (if there's any newer version to update to), then try and report the bug to Unity.

kind regards,
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