XaviBlay
New member
Hi,
We need to load our BehaviorTrees in asyncronous way due performance needs but it's crashing on PS4. The callstack is not always the same so we cannot identify wich is the cause of the crash (Several images of the crahes are attached to this thread). Instantiate only one BT seems to mitigate the issue, sometimes the application does not crash.
We tryed JSON and Binary serialization but it crashes on both.
Our thoughts are that Main thread is trying to acess to the same Memory Position as the Loading thread of the current BT... But we are not sure about it.
As additional info:
· We cannot reproduce it on Standalone Builds.
· It's mitigated on PS5 systems (Tested with retrocompatibility)
We are using the BehaviorDesigner source code and unity version 2020.3.1f1. IL2CPP is mandatory on PS4 system.
Thanks!
Xavi.
We need to load our BehaviorTrees in asyncronous way due performance needs but it's crashing on PS4. The callstack is not always the same so we cannot identify wich is the cause of the crash (Several images of the crahes are attached to this thread). Instantiate only one BT seems to mitigate the issue, sometimes the application does not crash.
We tryed JSON and Binary serialization but it crashes on both.
Our thoughts are that Main thread is trying to acess to the same Memory Position as the Loading thread of the current BT... But we are not sure about it.
As additional info:
· We cannot reproduce it on Standalone Builds.
· It's mitigated on PS5 systems (Tested with retrocompatibility)
We are using the BehaviorDesigner source code and unity version 2020.3.1f1. IL2CPP is mandatory on PS4 system.
Thanks!
Xavi.