Environment
- Rive Unity: v0.4.2-canary.50
- Unity: 6000.0.60f1, also reproduced on 6000.4.1f1 (upgrade did not help)
- Platform: Linux (arch)
- Render Pipeline: Universal Render Pipeline
Bug Description
UniversalRenderPipelineHandler crashes with a SIGSEGV (signal 11, null pointer dereference at
addr:(nil)) in the native librive.so library.
Steps to Reproduce
- Have two cameras in separate additive scenes (e.g. a 3D camera at depth -1 and a 2D camera at
depth 0)
- During startup, Rive's URP handler picks up the 3D camera as RenderCamera
- Transition to a state where the 3D camera is disabled and the 2D camera is enabled
- Rive panels stop rendering and stop receiving input
- Open Scene View → SIGSEGV crash in librive.so
Crash Log
Caught fatal signal - signo:11 code:1 errno:0 addr:(nil)
Obtained 32 stack frames.
#0 0x0055db08d7ef2c in burst_signal_handler(int, siginfo_t*, void*)
#1 0x007fecdd9f52d0 in (Unknown)
Launching bug reporter
Update: Switching to Vulkan resolved the crash
After switching the graphics API from OpenGL to Vulkan, the SIGSEGV crash no longer occurs.
However, the underlying issue remains — Rive panels do not render and do not receive input
(clicks, hover, etc.) in Game View unless Scene View is opened side by side.
As soon as Scene View is visible alongside Game View, everything works correctly. Closing Scene
View causes Rive to stop updating again.
Environment
Bug Description
UniversalRenderPipelineHandler crashes with a SIGSEGV (signal 11, null pointer dereference at
addr:(nil)) in the native librive.so library.
Steps to Reproduce
depth 0)
Crash Log
Caught fatal signal - signo:11 code:1 errno:0 addr:(nil)
Obtained 32 stack frames.
#0 0x0055db08d7ef2c in burst_signal_handler(int, siginfo_t*, void*)
#1 0x007fecdd9f52d0 in (Unknown)
Launching bug reporter
Update: Switching to Vulkan resolved the crash
After switching the graphics API from OpenGL to Vulkan, the SIGSEGV crash no longer occurs.
However, the underlying issue remains — Rive panels do not render and do not receive input
(clicks, hover, etc.) in Game View unless Scene View is opened side by side.
As soon as Scene View is visible alongside Game View, everything works correctly. Closing Scene
View causes Rive to stop updating again.