I have a crash we cannot repro. Can you help with this at all? Any way to guard against it or a fix?
-Stuart.
BACKGROUND THREAD 39 - CRASHED
- UnityFramework
FMOD_Resampler_Linear
- UnityFramework
FMOD::Output::recordFill(FMOD::FMOD_RECORDING_INFO*, unsigned int)
- UnityFramework
FMOD::Output::recordUpdate()
- UnityFramework
FMOD::Output::mix(void*, unsigned int)
- UnityFramework
FMOD::OutputCoreAudio::updateMixer()
- UnityFramework
FMOD::callback(void*)
- libsystem_pthread.dylib
0x1fc1be000 + 9428
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MAIN THREAD
- UnityFramework
mecanim::statemachine::EvaluateCondition(mecanim::statemachine::ConditionConstant const*, mecanim::ValueArrayConstant const*, mecanim::ValueArray const*) statemachine.cpp:746
- UnityFramework
mecanim::statemachine::EvaluateTransition(mecanim::statemachine::TransitionConstant const*, mecanim::statemachine::TransitionInput const*, mecanim::statemachine::TransitionOutput*, mecanim::statemachine::TransitionMemory const*, mecanim::statemachine::StateMachineWorkspace*) statemachine.cpp:832
- UnityFramework
mecanim::statemachine::EvaluateTransitions(OffsetPtr<OffsetPtrmecanim::statemachine::TransitionConstant > const&, unsigned int, mecanim::statemachine::TransitionInput&, mecanim::statemachine::TransitionOutput&, mecanim::statemachine::TransitionMemory&, mecanim::statemachine::StateMachineConstant const*, mecanim::statemachine::StateMachineInput const*, mecanim::statemachine::StateMachineOutput*, mecanim::statemachine::StateMachineMemory*, mecanim::statemachine::StateMachineWorkspace*, int) statemachine.cpp:898
- UnityFramework
mecanim::statemachine::EvaluateStateMachine(mecanim::statemachine::StateMachineConstant const&, mecanim::statemachine::StateMachineInput const&, mecanim::statemachine::StateMachineOutput&, mecanim::statemachine::StateMachineMemory&, mecanim::statemachine::StateMachineWorkspace&) statemachine.cpp:1153
- UnityFramework
AnimatorControllerPlayable::UpdateGraph(float) AnimatorControllerPlayable.cpp:538
- UnityFramework
AnimatorControllerPlayable::PrepareFrame(FrameData const&, Playable*, bool) AnimatorControllerPlayable.cpp:277
- UnityFramework
Playable::PrepareFrameVisitor(DirectorVisitorInfo&) Playable.cpp:599
- UnityFramework
PreOrderPlayableTraverser::Traverse(DirectorVisitorInfo&) Traversers.h:149
- UnityFramework
PlayableOutput::PrepareTraverse(FrameData const&, int) PlayableOutput.cpp:124
- UnityFramework
PlayableGraph::PrepareFrame(PrepareFrameType, double, float, unsigned long long, unsigned int, DirectorThreadContext) PlayableGraph.cpp:241
- UnityFramework
PrepareFrameJobFunc(PrepareFrameJob*, unsigned int) DirectorManager.cpp:440
- UnityFramework
ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, unsigned int) ujobs.cpp:1024
- UnityFramework
ujob_wait_for(ujob_control_t*, ujob_handle_t, int) ujobs.cpp:1609
- UnityFramework
CompleteFenceInternal(JobFence&, WorkStealMode) Jobs.cpp:24
- UnityFramework
DirectorManager::ExecutePrepareFrames(DirectorStage) Jobs.h:285
- UnityFramework
DirectorManager::ExecuteStage(DirectorStage) DirectorManager.cpp:601
- UnityFramework
DirectorManager::InitializeClass()::PreLateUpdateDirectorUpdateAnimationBeginRegistrator::Forward() DirectorManager.cpp:190
- UnityFramework
ExecutePlayerLoop(NativePlayerLoopSystem*) PlayerLoop.cpp:393
- UnityFramework
ExecutePlayerLoop(NativePlayerLoopSystem*) PlayerLoop.cpp:414
- UnityFramework
PlayerLoop() PlayerLoop.cpp:521
- UnityFramework
UnityPlayerLoopImpl(bool) LibEntryPoint.mm:339
- UnityFramework
UnityRepaint UnityAppController+Rendering.mm:213
- QuartzCore
0x19384a000 + 192528
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UnityFramework
-[UnityFramework runUIApplicationMainWithArgc:argv:] main.mm:96
- SalesAcademy
main main.mm:26
- 0x0 + 0