Usually, the bug is much more subtle like the device reports some garbage information or I need to exclude a certain hardware product ID from some calls.Ĭlick to expand.1. Unfortunately, crash dumps are mostly useless because I can't fix it even if I know the exact API call unless I reproduce it with the hardware present. But if you come across a specific device that causes a crash, I'd love to know about it especially if you can give me the exact model. You can still have it in every scene for development and it'll automatically detect duplicates loaded in and destroy them before they initialize.īeyond that, no other known crashes are known with the latest version (1.8.4). The fix, and general best practice anyway, is to have the InControl manager set to Do Not Destroy On Load and have it live for the lifetime of the application. The other has to do with Steam and reinitializing the plugin after launch which seems to confuse whatever hooks steam has into the OS. I've never been able to reproduce the problem with one of those pedals, and at this point it may even have been fixed by other changes, but it comes up every now and then. One is foot pedals that all seem to be cheap variants of the same thing that uses specific software that causes a crash. One fix was for devices that declared an excessively high number of buttons (hundreds) which caused a crash, for example.Ĭurrently there are two known reasons for crashes with the native plugin. InControl version 1.7.1, Unity version 2019.3.15f1ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFD383E22B3)Ġx00007FFD383E22B3 (InControlNative) (function-name not available)Ġx00007FFD45B77034 (KERNE元2) BaseThreadInitThunkĠx00007FFD467E2651 (ntdll) RtlUserThreadStartĬlick to expand.There have been several fixes and tweaks added to the native plugin, although they're not always mentioned in patch notes, or it may not be clear it's a fix for a crash. Working on a build with native support disabled so I can get users up and running. Manually deleting the native dll fixed the first user - waiting to hear back from the second, but I suspect it'll fix it. In case it helps, both users had been able to run the game initially, but after their first time playing, they started getting crashes immediately on startup and can no longer start the game. The crash logs look pretty much identical in both cases. ![]() One user had a USB pedal attached to the system, while another reports having no peripherals other than keyboard and mouse. Our game released on less than 2 weeks ago, and we've gotten two reports of crashing on startup (both Windows). Unfortunately, I'm adding my name to the list of folks running into crashes with the Native dll.
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