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Porting the fix required for this issue to 2021LTS is a very risky endeavor, due to the wide range of systems it would affect. As such we will not be doing that, since we could easily cause more harm than good by doing so. A workaround here is to simply ensure that any calls to Resources.UnloadUnusedAssets are being waited on rather than simply exiting the application.
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Build and Run
4. Observe Player
Expected result: The Player doesn't crash and quits automatically
Actual result: The Player crashes
Reproducible with: 2021.3.34f1, 2022.3.18f1, 2023.2.7f1, 2023.3.0b4
Reproducible with devices:
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: Exynos 9 (9825), GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
First few lines of the Stacktrace:
0x00007FFE8FA37CF7 (UnityPlayer) Mesh::`vector deleting destructor'
0x00007FFE8EF413CA (UnityPlayer) BatchDeleteStep2Threaded
0x00007FFE8F00322F (UnityPlayer) Thread::RunThreadWrapper
0x00007FFEE6057034 (KERNEL32) BaseThreadInitThunk
0x00007FFEE79826A1 (ntdll) RtlUserThreadStart
Notes:
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