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Third Party Issue
Votes
1
Found in
2021.3.5f1
2022.3.0f1
6000.0.1f1
6000.1.0a7
Issue ID
UUM-7696
Regression
No
Unity editor crashes when changing GameObject's Layer while in Play Mode
To reproduce:
1. Open the project “Cloak and Feather”
2. Open the “Test Room” scene
3. Enter Play Mode
4. Expand the “LowWall” object in the Hierarchy
5. Select “Vaultable” object
6. Change its Layer to any other, except Hitbox
7. Observe crash
Reproducible with: 2020.3.36f1, 2021.3.5f1, 2022.1.6f1, 2022.2.0a17, 2023.1.0a2
Reproduced on: macOS Monterey 12.4 (Intel)
First few lines of Stack Trace:
0x00007ff73478c77b (Unity) `anonymous namespace'::PatchPropertyImpl
0x00007ff73478d53f (Unity) ThreadedDisplayList::PatchableData::WriteParameters
0x00007ff73478b66a (Unity) ThreadedDisplayList::Call
0x00007ff734c7b21f (Unity) ApplyMaterialPassWithCache
0x00007ff734c7ae8a (Unity) ApplyMaterialPassAndKeywordsWithCache
0x00007ff7349f8ca2 (Unity) BatchRenderer::ApplyShaderPass
0x00007ff7349fd7ca (Unity) ForwardRenderLoopJob
0x00007ff734e57df3 (Unity) GfxDevice::ExecuteAsync
0x00007ff7347799ec (Unity) GfxDeviceClient::ExecuteAsync
0x00007ff734a0388b (Unity) ForwardShaderRenderLoop::StartRenderJobs
0x00007ff7349ff22f (Unity) ForwardShaderRenderLoop::PerformRendering
Note: cannot be reproducible on a new project or with a new GameObject
Update (9-21-22). Stack trace is
Unity.dll!physx::Dy::PxsSolverStartTask::setupDescTask() Line 1214 C++
Unity.dll!physx::Dy::PxsSolverStartTask::runInternal() Line 1402 C++
Unity.dll!physx::Cm::Task::run() Line 67 C++
Unity.dll!PhysxJobFunc(physx::PxBaseTask * task) Line 286 C++
Unity.dll!ujob_execute_job(ujob_control_t * con, ujob_lane_t * self, ujob_job_t * job, ujob_handle_t job_handle, int workstealing_thread_index) Line 949 C++
Unity.dll!lane_guts(ujob_control_t * con, ujob_lane_t * self, int sleep_allowed, int stealing_allowed) Line 1065 C++
Unity.dll!lane_run_loop(ujob_control_t * con, ujob_lane_t * lane) Line 1082 C++
Unity.dll!worker_thread_routine(void * threadContext) Line 1108 C++
Unity.dll!Thread::RunThreadWrapper(void * ptr) Line 113 C++
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Resolution Note:
This is a crash in solver setup code, and normally it’s either too many joints per frame or too many nearby contacts for physx to deal with.