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Steps to reproduce:
1. Create new Unity project using Universal 2D Template
2. Import provided .psd Asset “supplies_objects.psd”
3. Select it in the Project window
4. Change Importer mode to UnityEditor.U2D.PSD.PSDImporter in Inspector window
5. Change Pixels Per Unity from 100 to 200
6. Apply changes
7. Hold undo keyboard shortcut for ~2-3 seconds
8. Hold redo keyboard shortcut for ~2-3 seconds
9. When “Inspector - Unsaved Changes Detected” pop-up spam, press “Discard” on one of them
10. Observe the Editor
Actual results: Editor crash
Expected results: Editor doesn’t crash
Reproducible with versions: 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3
Tested on (OS): macOS Tahoe 26.5.2 (M1)
Crash stack trace: Native Crash Reporting ================================================================= Got a segv while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. Native stacktrace: libmonobdwgc-2.0.dylib : mono_dump_native_crash_info libmonobdwgc-2.0.dylib : mono_handle_native_crash libmonobdwgc-2.0.dylib : mono_sigsegv_signal_handler_debug libsystem_platform.dylib : _sigtramp Unity : UndoManager::CreateUndoRedoInfo(UndoRedoInfo*) Unity : UndoManager::SyncAfterUndo() Unity : UndoManager::Redo() Unity : EditMenu::Execute(MenuItem const&) Unity : MenuController::ExecuteMenuItem(MenuItem const*, MenuController::ExecutionCause) Unity : EditorApplication_CUSTOM_ExecuteMenuItemInternal(BindingsManagedSpan*, unsigned char) libmonobdwgc-2.0.dylib : mono_jit_runtime_invoke libmonobdwgc-2.0.dylib : mono_runtime_invoke Unity : ScriptingInvocation::Invoke(ScriptingExceptionPtr*) Unity : EditorApplicationProxy::Internal_CallGlobalEventHandler(ScriptingExceptionPtr*) Unity : CallGlobalInputEvent(InputEvent const&) Unity : ForwardKeyEvent(NSEvent*) Unity : -[UnityMainMenu performKeyEquivalent:] AppKit : routeKeyEquivalent AppKit : -[NSApplication(NSEventRouting) sendEvent:] Unity : -[EditorApplicationPrincipalClass sendEvent:] AppKit : -[NSApplication _doModalLoop:peek:] ← nested event loop from modal dialog AppKit : -[NSAlert runModal] Unity : ShowAlertDialog(...) Unity : EditorDialog::DisplayComplexDecisionDialogNative(...) Unity : EditorDialog_CUSTOM_DisplayComplexDecisionDialogNative(...) libmonobdwgc-2.0.dylib : mono_jit_runtime_invoke libmonobdwgc-2.0.dylib : mono_runtime_invoke Unity : ScriptingInvocation::Invoke(ScriptingExceptionPtr*) Unity : PropertyEditorProxy::PrivateRequestRebuild(void*, ScriptingExceptionPtr*) Unity : SceneTracker::CanInspectorsReleaseSelection() Unity : UndoManager::ApplyRedo() Unity : UndoManager::Redo() ← first Redo call triggers modal Unity : EditMenu::Execute(MenuItem const&) Unity : MenuController::ExecuteMenuItem(MenuItem const*, MenuController::ExecutionCause) Unity : EditorApplication_CUSTOM_ExecuteMenuItemInternal(BindingsManagedSpan*, unsigned char) Unity : EditorApplicationProxy::Internal_CallGlobalEventHandler(ScriptingExceptionPtr*) Unity : CallGlobalInputEvent(InputEvent const&) Unity : ForwardKeyEvent(NSEvent*) Unity : -[UnityMainMenu performKeyEquivalent:]
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