Editor crashes when using Odin

Issue #786 closed
NLR-L created an issue

1. What happened?

Odin makes my Unity Editor crash,

2. How can we reproduce it?

It happens sometimes when I click on a gameobject in the hierarchy. I can’t find any consistent crash source, to help track down the issue.

It doesn’t seem to happen on a cloned project that has the build target set to android.

3. If screenshots would help explain or demonstrate your issue, please include these.

Stacktrace:

  at <unknown> <0xffffffff>
  at Sirenix.Utilities.DeepReflection/<>c__DisplayClass16_0`1<TResult_REF>.<CreateWeakAliasForStaticGetDelegate>b__0 () [0x00000] in Y:\Repositories\sirenix-development-framework\Sirenix Solution\Sirenix.Utilities\Misc\DeepReflection.cs:310
  at Sirenix.Utilities.Editor.GUIHelper.get_CurrentWindow () [0x00000] in Y:\Repositories\sirenix-development-framework\Sirenix Solution\Sirenix.Utilities.Editor\GUI\GUIHelper.cs:402
  at Sirenix.Utilities.Editor.GUIHelper.RepaintIfRequested (UnityEditor.Editor) [0x0001f] in Y:\Repositories\sirenix-development-framework\Sirenix Solution\Sirenix.Utilities.Editor\GUI\GUIHelper.cs:1291
  at Sirenix.OdinInspector.Editor.OdinEditor.DrawOdinInspector () [0x00147] in Y:\Repositories\sirenix-development-framework\Sirenix Solution\Sirenix.OdinInspector.Editor\Drawers\OdinEditor.cs:236
  at Sirenix.OdinInspector.Editor.OdinEditor.OnInspectorGUI () [0x00000] in Y:\Repositories\sirenix-development-framework\Sirenix Solution\Sirenix.OdinInspector.Editor\Drawers\OdinEditor.cs:85
  at UnityEditor.UIElements.InspectorElement/<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () [0x00296] in <0fdaf67e8e744beea25e77915c19f81b>:0
  at UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool) [0x001e1] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.IMGUIContainer.DoMeasure (single,UnityEngine.UIElements.VisualElement/MeasureMode,single,UnityEngine.UIElements.VisualElement/MeasureMode) [0x00082] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.VisualElement.Measure (UnityEngine.Yoga.YogaNode,single,UnityEngine.Yoga.YogaMeasureMode,single,UnityEngine.Yoga.YogaMeasureMode) [0x0001c] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.VisualElement.<AssignMeasureFunction>b__202_0 (UnityEngine.Yoga.YogaNode,single,UnityEngine.Yoga.YogaMeasureMode,single,UnityEngine.Yoga.YogaMeasureMode) [0x00008] in <1fd6bc3af931450b977286a218b046fb>:0
  at (wrapper delegate-invoke) <Module>.invoke_YogaSize_YogaNode_single_YogaMeasureMode_single_YogaMeasureMode (UnityEngine.Yoga.YogaNode,single,UnityEngine.Yoga.YogaMeasureMode,single,UnityEngine.Yoga.YogaMeasureMode) [0x0004d] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at UnityEngine.Yoga.YogaNode.MeasureInternal (UnityEngine.Yoga.YogaNode,single,UnityEngine.Yoga.YogaMeasureMode,single,UnityEngine.Yoga.YogaMeasureMode) [0x0002c] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at UnityEngine.Yoga.Native.YGNodeMeasureInvoke (UnityEngine.Yoga.YogaNode,single,UnityEngine.Yoga.YogaMeasureMode,single,UnityEngine.Yoga.YogaMeasureMode,intptr) [0x0000e] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_object_single_int_single_int_intptr (object,intptr,intptr,intptr) [0x0003f] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.Yoga.Native.YGNodeCalculateLayout (intptr,single,single,UnityEngine.Yoga.YogaDirection) [0x0000a] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at UnityEngine.Yoga.YogaNode.CalculateLayout (single,single) [0x00014] in <e6eb0f9e27a44a61bc4b3bc896556eb7>:0
  at UnityEngine.UIElements.UIRLayoutUpdater.Update () [0x0003f] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase) [0x0001f] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.Panel.UpdateForRepaint () [0x00022] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event) [0x00099] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel) [0x00029] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&) [0x0003f] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.UIEventRegistration.ProcessEvent (int,intptr) [0x0001f] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.UIElements.UIEventRegistration/<>c.<.cctor>b__1_2 (int,intptr) [0x00003] in <1fd6bc3af931450b977286a218b046fb>:0
  at UnityEngine.GUIUtility.ProcessEvent (int,intptr,bool&) [0x00018] in <6ddf8eac3856492ab1b8cf42618915cc>:0
  at (wrapper runtime-invoke) <Module>.runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr) [0x0002d] in <6ddf8eac3856492ab1b8cf42618915cc>:0

=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

Received signal SIGSEGV
Stack trace:
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
<Missing stacktrace information>

4. What version of Unity are you using?

I’m using Unity version 2020.3.7f1 while on the UWP platform (IL2CPP & .NET 4.x).

5. What version of Odin are you using? (See "Tools > Odin Inspector > About")

I’m using Odin version 3.0.5.0.

6. Do you have Editor Only mode enabled?

I do NOT have Editor Only enabled.

7. What operating system are you on?

I’m on windows 10, version 1909 (build 18363.1556).

Comments (2)

  1. Tor Esa Vestergaard
    • changed status to open

    If this only happens sometimes, it indicates a crashing error in Unity's internal logic for getting the current GUIView instance that will be difficult to deal with on our end. All Odin does is ask Unity what the current GUIView is, and Unity then proceeds to hard crash by making an illegal memory access in the native engine code somewhere.

    I'd suggest perhaps updating Unity, or reporting this issue to Unity. As it stands with the information you've provided, I don't see how we can fix this on our end. If the issue persist across more versions of Unity, we should likely contact them and follow up on the issue to make sure they resolve it.

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