Working in the editor when the crash hit. Sequence leading to it:
1. Building a scene procedurally — creating empty GameObjects, duplicating them, reparenting, setting transforms (position, scale) in rapid succession over ~15 minutes. Dozens of operations. 2. Adding custom C# Component types to GameObjects — components defined in project code, already compiled clean. 3. Moments before the crash, a new C# Component type was written to disk and the editor hot-reloaded it. 4. Immediately after the hot-reload, I tried to add that brand-new Component type to a GameObject via the inspector. The editor became unresponsive and the crash dialog appeared.
Stack trace bottoms out in Qt's QWidget::setStyleSheet → QString::operator= → heap free, which looks like the inspector panel's redraw for the newly-registered component type raced with whatever was mutating heap state during hot-reload.
Not a clean repro yet, but the recipe seems to be: "add a new Component type's .cs file to disk, then without waiting for the editor to fullyfinish hot-reload, immediately add that Component to a GameObject." I'll try to narrow it down further.
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