Log in or register to post comments

iOS 10 + Unity - crash - metal failed assertion

October 17, 2016 - 7:47am #1

Hi, I'm getting this error message when starting up an app in debug scheme on iOS 10. (release scheme works) I've tested an empty unity scene, and I get no such errors. The moment you add Vuforia, this error shows up. This is a log of the console just when the crash happens.

VuforiaTriggerHandler: registered trackable behaviour for :ImageTarget
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
VuforiaTriggerHandler:OnEnable()
VuforiaTriggerHandler:Update()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

/BuildRoot/Library/Caches/com.apple.xbs/Sources/Metal/Metal-85.83/ToolsLayers/Debug/MTLDebugRenderCommandEncoder.mm:950: failed assertion `For color attachment 0, the renderPipelineState pixelFormat must be MTLPixelFormatInvalid, as no texture is set.'

And this is the thread stack:

UnityGfxDeviceWorker (17)#0	0x0000000193972014 in __pthread_kill ()
#1	0x0000000193a39460 in pthread_kill ()
#2	0x00000001938e63f4 in abort ()
#3	0x00000001938ba3ac in __assert_rtn ()
#4	0x0000000196f9169c in MTLReportFailure ()
#5	0x00000001ac079550 in -[MTLDebugRenderCommandEncoder validateFramebufferWithRenderPipelineState:] ()
#6	0x00000001ac07990c in -[MTLDebugRenderCommandEncoder setRenderPipelineState:] ()
#7	0x0000000100ef2fb4 in ::DrawBuffers() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/metal/GfxDeviceMetal.mm:529
#8	0x0000000100b484b0 in ::DrawChunkInternal() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/GenericDynamicVBO.cpp:208
#9	0x0000000100b47a18 in ::DrawChunk() at /Users/builduser/buildslave/unity/build/Runtime/Graphics/Mesh/DynamicVBO.cpp:175
#10	0x0000000100b716d8 in ::FlushBuffer() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/DrawImmediate.cpp:218
#11	0x0000000100ef0b68 in ::ClearFramebuffer() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/metal/ClearFramebufferMetal.mm:201
#12	0x0000000100ee6d8c in ::RunCommand() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:397
#13	0x0000000100ef5710 in ::GfxDeviceWorkerAutoreleasePoolProxy() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/metal/GfxDeviceMetal.mm:1821
#14	0x0000000100eec548 in ::Run() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:331
#15	0x0000000100ee6b18 in ::RunGfxDeviceWorker() at /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:306
#16	0x0000000100c91744 in ::RunThreadWrapper() at /Users/builduser/buildslave/unity/build/Runtime/Threads/Thread.cpp:44
#17	0x0000000193a37860 in _pthread_body ()
#18	0x0000000193a37770 in _pthread_start ()
#19	0x0000000193a34dbc in thread_start ()

iOS 10 + Unity - crash - metal failed assertion

October 18, 2016 - 7:11am #3

Thank you, that solves for now. Hopefully on a new release this issue is resolved.

iOS 10 + Unity - crash - metal failed assertion

October 17, 2016 - 8:56pm #2

Try the workaround in this post with the debug scheme:

https://developer.vuforia.com/forum/ios/ios-10-support-black-screen#comment-56290


Log in or register to post comments