Slurdge
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Slurdge
@slurdge.org
Ex Nintendo, created the NES/Famicom Mini. Maker of many emulators.
CTO Consulting for tech & game companies.
Helping friends's Tuesday Quest on A Planet Of Mine Mastermine Edition https://tq.lc.cx/apommesteam?utm_source=bluesky
Reposted by Slurdge
This is the accused:
September 29, 2025 at 10:41 PM
By the way, _always_ untick domain reload if you can afford if Unity, it saves hours !
August 22, 2025 at 7:53 AM
I tried Reddit, StackOverflow, Unity forums, no answers.
In the end the "solution" is simple: you have to create a _new_ async void function on the top level, that will do a await Task.WhenAll(allTasks...) then an domain reload.
Works like a charm ! I can fire 30 downloads and then have everything !
August 22, 2025 at 7:53 AM
Well, fellow #unity #gamedev, do _not_ attempt to save the AssetDatabase and then exit Unity ! Unity will happily do the two things together and fail, sometimes. You'll have a random crash... (at least in my Unity version, which is 2022.Y)
August 14, 2025 at 8:18 PM
I was resigned to do just that, but I had a hunch : Unity wasn't _happy_ about something, _after_ the compilation ended. It's when I saw this line:
```
EditorUtility.SetDirty(versionInfo);
AssetDatabase.SaveAssetIfDirty(versionInfo);
```
August 14, 2025 at 8:18 PM
Yet another potential candidate: we _did_ update the shader in another package. Reverted that too.... Only to fail again after 5 or so compilations... This is were I would turn to bisecting, gradually pinpointing the culprit commit, but I would need to have 10+ compilation for each trial !!!
August 14, 2025 at 8:18 PM
Immediate suspect was a package that used quite a lot of shaders : "ahah ! here is our culprit" did I thought. I removed the package, pushed... No crash. Cool ! But after ~10 compilations, it reappears ! That's the problem with random bugs: it is sooo difficult to know when they are fixed !
August 14, 2025 at 8:18 PM
Sometimes it was Deallocate, but most of the time it was related to shader compilation. Of course, if we try it inside the Editor, the game builds fine. After, it builds fine here too... But Unity decides it doesn't want to live anymore after that and triggers a crash.
August 14, 2025 at 8:18 PM
Alas, at some point, we had failure appearing. What was most enraging is that the build _did_ succeed, but reported failure because there was a crash inside Unity at the end:
```
Received signal SIGSEGV
Obtained 31 stack frames
0x00007ff66e81a360 (Unity) MemoryManager::Deallocate
```
August 14, 2025 at 8:18 PM
Trying with 'video' as the gif is not playing
August 9, 2025 at 1:48 PM