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Fixed in 2020.1.X

Fixed in 2018.4.X, 2019.2.X, 2019.3.X



Found in


Issue ID




Crash in physics PhysicsManager::Simulate



Reproduction steps are easier to comprehend by watching video attached

To reproduce:
1. Open attached project
2. Enter Play mode
3. Enter Squad roster by clicking button in bottom mid
4. Click the first soldier from the list and click the first orange option in appeared menu
5. While in character screen, press back button and bottom mid
6. Click any soldier from the list excluding the first one and repeat the step 4

Actual results: editor crashes

Reproduced in: 2018.3.5f1, 2019.1.0b2

Note1: customer response in the edit section will provide more information regarding the script flow

Note2: stack trace:
========== OUTPUTTING STACK TRACE ==================

0x0000000140B3DD75 (Unity) PhysicsManager::Simulate
0x0000000140B36706 (Unity) `PhysicsManager::InitializeClass'::`2'::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x0000000140960377 (Unity) ExecutePlayerLoop
0x0000000140960443 (Unity) ExecutePlayerLoop
0x00000001409636F1 (Unity) PlayerLoop
0x000000014133E2BF (Unity) PlayerLoopController::UpdateScene
0x000000014133C870 (Unity) Application::TickTimer
0x000000014149873B (Unity) MainMessageLoop
0x000000014149A3D6 (Unity) WinMain
0x000000014247F6FA (Unity) __scrt_common_main_seh
0x00007FFACED83034 (KERNEL32) BaseThreadInitThunk
0x00007FFAD0FF3691 (ntdll) RtlUserThreadStart

Comments (9)

  1. Jaakk0S

    May 26, 2020 09:32

    I started getting this issue on 2019.3.10f1 when started using Physics.Simulate. I am running Simulate() a few hundred cycles of fixedDeltaTime, then reusing the scene by adding and destroying items, then simulating again. Editor crash was guaranteed to happen after a consistently irregular time. Crash was not happening on the standalone build, only in the editor.

    I just updated to 2020.1.0b9 and can confirm the issue is now gone along with my days of sorrow.

  2. e_Zinc

    Oct 31, 2019 18:12

    This still occurred on 2019.3.0b8 but happens much less frequently than in 2019.2.4f1. It occurs when parenting a inactive non-kinematic rigidbody gameobject to another gameobject and then setting it to be active. I wish I could look at the actual code to see what exactly is causing this crash. Are there any known workarounds?

  3. rasto61

    Oct 18, 2019 15:08

    Still happening in 2018.4.11

  4. NanoH

    Sep 12, 2019 18:31

    I am having this issue as well on version 2019.2.5f1 on my project

  5. VaidasM

    Aug 08, 2019 09:11

    The fix for 2018.4 is also being worked on and should soon reach the public releases.

  6. aaronchapin

    Jul 12, 2019 09:04

    Our team is also experiencing this issue in 2018.4.2f1 and 2018.4.3f1. Is there any information on when the fix will be resolved in 2018.4?

  7. EvaXephon

    Jun 16, 2019 00:55

    Correction: The bug doesn't occur within the editor; it only affects standalone builds of the game.

  8. EvaXephon

    Jun 08, 2019 07:34

    This bug affects my project, as well. Because of this editor crash bug, I can't update to Unity 2018 yet, and continue to use Unity 2017. I really hope that this bug can be fixed at some point in the near future.

  9. viceca

    May 23, 2019 03:49

    I'm working in an open world and this issue is affecting my project as well.

    In my case it often happens when chunks of the world are unloaded and I found that forcing rigidbodies to sleep 1 frame before destroying them helps preventing the crash, it's doesn't prevent all the time, but reduces the frequency.

    This is the link for my post in the forums:

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