Closed nrgonzalez777 closed 6 years ago
Please give step by step description how you arrived at this situation.
Since, the original post, I have found out that the exception does not occur when running in release mode, only in debug.
Thanks for the detailed report! I've opened a bug on our side to track this issue, but until it's fixed, your workaround is the best approach. Use Master or Release and you shouldn't have any problems.
Any updates on this? I'm having the same issue.
I've also hit this bug building/running Galaxy Explorer on my PC and spent some time investigating it.
The AV occurs because GetComponent is returning a set of invalid memory address, but only when running a "debug" build of the app. This leads me to think it might be caused by a threading bug or some other timing hole in the Coroutine functionality.
I filed a Unity bug for this issue: https://fogbugz.unity3d.com/default.asp?797741_e8ch6k6elbem5uda
Unfortunately, the current work-around is to simply build a "release" versions of the app, but I'll look into finding a work-around in the code.
I am having the same issue but in release or master mode as well! I have a QR button which starts a coroutine to scan QR. On tapping twice in a go, app crashes with the above mentioned exception being thrown. Unity 5.5.0f3
Hello,
When deploying the GalaxyExplorer application to the Hololens emulator, I get a System.AccessViolationException in the TransitionManager's PrevSceneLoadedCoroutine method. More specifically, this occurs on line 507, when the application is setting all of the found collider's enabled value to true. However, this occurs only when the application is transitioning to the GalaxyView state (line 186 of IntroductionFlow.cs). All instances of setting the collider.enabled value before this point do not throw the exception. Additionally, this problem does not occur when running the application in Unity; only when running the emulator via Visual Studio 2015.