Hi,
I am seeing recurring native Unity Editor crashes in a project using Cesium for Unity.
Environment
Unity: 6000.5.8f1
Cesium for Unity: 1.25.1
Platform: Windows
Graphics API: D3D11
Faulting module
CesiumForUnityNative.dll
Example package path:
D:\Waterbike\Library\PackageCache\com.cesium.unity@79587D546513\Editor\CesiumForUnityNative.dll
I have seen at least two native failure signatures:
0xC0000409
0xC0000005 access violation
In the access-violation case, the invalid read address was:
0xFFFFFFFFFFFFFFFF
Relevant call chain
EditorApplication.Update
→ CesiumEditorUtility.UpdateIonSession
→ CesiumIonSession.Tick
→ CesiumForUnityNative.dll
The crash happens in native code rather than through a managed C# exception.
Observed context
In one crash log, Cesium had started refreshing an imagery token only a few seconds before the crash. The refresh completed successfully shortly before the native failure.
In another Editor log, the sequence included:
Curl error 35: Recv failure: Connection was reset
followed by multiple successful Cesium Ion raster-overlay token refresh callbacks and then abrupt Unity termination.
There was no preceding:
managed exception
out-of-memory error
GPU device removed error
Burst/Jobs failure
normal Unity shutdown
Project usage
The project is a cycling simulation using GPX routes.
Cesium is used for:
terrain
raster imagery
georeferencing
globe anchors
origin shifting / rebasing
The road geometry, ride logic and gameplay systems are project-owned.
Questions
Is there a known Unity 6 lifecycle issue involving CesiumIonSession.Tick or CesiumEditorUtility.UpdateIonSession?
Are there known native lifetime / async callback issues around Ion token refresh, domain reload, Play Mode transitions, or Editor shutdown?
Is there a newer Cesium for Unity release that specifically fixes this path?
Is there a supported way to disable or guard Ion Editor-session updates if they are not required continuously?
Would you recommend disabling Ion session polling in the Editor as a workaround, while continuing to use Cesium terrain/georeferencing normally?
I can provide:
full Editor.log
Editor-prev.log
native crash dump
Windows Event Viewer crash entry
full stack trace
Thanks.
Hi,
I am seeing recurring native Unity Editor crashes in a project using Cesium for Unity.
Environment
Unity: 6000.5.8f1
Cesium for Unity: 1.25.1
Platform: Windows
Graphics API: D3D11
Faulting module
CesiumForUnityNative.dll
Example package path:
D:\Waterbike\Library\PackageCache\com.cesium.unity@79587D546513\Editor\CesiumForUnityNative.dll
I have seen at least two native failure signatures:
0xC0000409
0xC0000005 access violation
In the access-violation case, the invalid read address was:
0xFFFFFFFFFFFFFFFF
Relevant call chain
EditorApplication.Update
→ CesiumEditorUtility.UpdateIonSession
→ CesiumIonSession.Tick
→ CesiumForUnityNative.dll
The crash happens in native code rather than through a managed C# exception.
Observed context
In one crash log, Cesium had started refreshing an imagery token only a few seconds before the crash. The refresh completed successfully shortly before the native failure.
In another Editor log, the sequence included:
Curl error 35: Recv failure: Connection was reset
followed by multiple successful Cesium Ion raster-overlay token refresh callbacks and then abrupt Unity termination.
There was no preceding:
managed exception
out-of-memory error
GPU device removed error
Burst/Jobs failure
normal Unity shutdown
Project usage
The project is a cycling simulation using GPX routes.
Cesium is used for:
terrain
raster imagery
georeferencing
globe anchors
origin shifting / rebasing
The road geometry, ride logic and gameplay systems are project-owned.
Questions
Is there a known Unity 6 lifecycle issue involving CesiumIonSession.Tick or CesiumEditorUtility.UpdateIonSession?
Are there known native lifetime / async callback issues around Ion token refresh, domain reload, Play Mode transitions, or Editor shutdown?
Is there a newer Cesium for Unity release that specifically fixes this path?
Is there a supported way to disable or guard Ion Editor-session updates if they are not required continuously?
Would you recommend disabling Ion session polling in the Editor as a workaround, while continuing to use Cesium terrain/georeferencing normally?
I can provide:
full Editor.log
Editor-prev.log
native crash dump
Windows Event Viewer crash entry
full stack trace
Thanks.