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.
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.