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Il2cpp crashing... #540
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ILRuntime is purely implemented in c#, so basically it has no difference between it and your game code written in Unity, all memories allocated by ilruntime is using the common way which people would do with ordinary c# code with only 1 exception, the evaluation stack( inside RuntimeStack class, but it has nothing to do with boehm gc, it won't touch such memory). This crash may be engine version related, have you tried with another unity version? The known pattern of random crash with il2cpp is if you build the game with debug profile for c++/ xcode, the game would crash when the call stack gets deep due to stack overflow. |
Besides, since the source code of il2cpp is avaliable, so you can try debug your game with visual studio, when it crashes, it'll stop at BoehmGC.cpp:67, so you can check out why it failed to read the class's value type |
Crash at something like:
|
nice to hear that Unity already addressed the issue. |
It was supposed to get fixed in 2020.3.16 but it still crashes. |
Seems like it was caused by another plugin that probably corrupted memory later on used by ilruntime. |
I'm not sure what happens but game built with il2cpp crashes overtime when Unity tries to allocate something big like float[]. Are all pointers allocated correctly? I think it crashes when Unity tried to use the same memory that's used by ilruntime.
The end of stacktrace is always:
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