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Issue ID




Crash in physx::PxsBroadPhaseContextSap::batchUpdate after indeterminate time in play mode




Priority: 2Necessary for shipping a final release


Severity: 1Crash or major loss of functionality

Reproduction steps:
1. Open project attached (
2. Open scene crashtest1.
3. Press play.
4. Wait for 1-3 minutes.

Expected result: Unity will keep working.
Actual result: Unity crashes.

Notes: It might be related to object creation/destruction but it is not totally clear which kinds of objects will trigger it and which will not.

Reproduced on: 5.5.0f3, 5.5.0p4, 5.5.1p3, 5.6.0b7.
Works fine on: 5.5.0b11.
Regression introduced in: 5.5.0f1

Comments (4)

  1. 1ea7cd21d79153fa4f1d055ba65bed0b?d=mm


    Mar 23, 2017 10:51

    Thanks @freyaprogrammer for this fantastic repro; it's the best reported so far, trying to figure out a fix real soon. Anthony.

  2. 37501afa07f33e638a97d9df78ddc6a4?d=mm


    Mar 02, 2017 21:38

    I've had the same exact issue, though I'm not using mesh colliders unless I'm mistaken.

  3. C075717c58b5754667017a01e9b9b771?d=mm


    Feb 23, 2017 16:27

    Here is how to reproduce it:
    create a new scene
    make a gameobject with rigidbody set to kinematic (gravity off)
    create two child objects with quad mesh + meshcollider

    create new script:
    public GameObject[] Collider; //both children objects
    public GameObject Mother; //parent object

    void Update () {
    Mother.transform.localScale = UnityEngine.Random.insideUnitSphere;
    for (int i = 0; i < Collider.Length; i++)
    Collider[i].SetActive(Random.Range(0f, 1f) < 0.5f);


    put it into scene - assign the objects -> press play and it crashes after a few seconds

  4. C075717c58b5754667017a01e9b9b771?d=mm


    Feb 23, 2017 14:56

    In my case it seems to occur when rapidly enabling/disabling Mesh Collider over a Quad while also scaling it

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