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Crash on ScriptableRenderLoopJob when machine is left idle while the Editor is in Play mode
How to reproduce:
1. Open the attached “IN-41474” project
2. In the Build Settings enable Development Build
3. Build the project and install it to the connected device
4. Make sure that the device is connected to the Wifi
5. When the Player loads, click anywhere on the screen
6. In the top right corner click “Test Ingame” → “싱글플레이” (blue button)
7. Play the game
Expected result: The game runs without any issues
Actual result: The game crashes after 5-10 mins of playing
Reproducible with: 14.0.7 (2022.2.17f1)
Not reproducible with: 14.0.7 (2022.2.19f1)
Could not test with: 10.10.1 (2020.3.47f1), 12.1.10 (2021.3.25f1), 15.0.5 (2023.1.0b17), 16.0.1 (2023.2.0a14) - Errors with custom packages
Fixed in: 14.0.7 (2022.2.18f1)
Built with: macOS 13.2 (Intel)
Reproducible on devices:
VLNQA00520 - Galaxy S22 USA (SM-S901U), CPU: Snapdragon 8 Gen 1 (SM8450), GPU: Adreno 730, OS: 12
Samsung Galaxy A90 (Mentioned by the user)
Could not reproduce on devices:
VLNQA00521 - Galaxy S22 Ultra USA (SM-S908U), CPU: Snapdragon 8 Gen 1 (SM8450), GPU: Adreno 730, OS: 12
VLNQA00277 - Asus ROG Phone (ASUS_Z01QD), CPU: Snapdragon 845 SDM845, GPU: Adreno 630, OS: 8.1.0
Vivo V1924A (V1924A), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Part of the stacktrace:
#00 pc 00000000005fb0b0 /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (MeshRenderingData::PrepareDraw(GfxDevice&, VertexInputMasks, VertexDeclaration*&, MeshBuffers&, DrawBuffersRange&, int) const+156) (BuildId: 2cfbcbac9159e32a)
#01 pc 00000000005faf38 /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (DrawUtil::DrawMeshRawFromNodeQueue(RenderNodeQueue const&, unsigned int, VertexInputMasks, int)+116) (BuildId: 2cfbcbac9159e32a)
#02 pc 0000000000d47f4c /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (BatchRenderer::Flush(BatchBreakCause)+60) (BuildId: 2cfbcbac9159e32a)
#03 pc 000000000066c240 /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (ScriptableRenderLoopDraw(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int)+2640) (BuildId: 2cfbcbac9159e32a)
#04 pc 000000000066caa8 /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (ScriptableRenderLoopDrawDispatch(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int, BatchRendererGroupMetadataCacheContext const*)+212) (BuildId: 2cfbcbac9159e32a)
#05 pc 000000000067a644 /data/app/~~NItPyT-wroTmF-Xa0c35vA==/com.devsisters.cba-SCiT6nkEkALAq-my_ux-VQ==/lib/arm64/libunity.so (BuildId: 2cfbcbac9159e32a)
Note: The reproduction was inconsistent, managed to reproduce the issue once
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