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Fixed in 2017.1.X
Votes
21
Found in
5.5.0p4
Issue ID
878740
Regression
Yes
Crash in physx::PxsBroadPhaseContextSap::batchUpdate after indeterminate time in play mode
Reproduction steps:
1. Open project attached (GoIPhysXCrashRepro.zip)
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
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Rao-Dao-Zao
Apr 25, 2017 18:24
+1 to a fix for this being applied to 5.6, I have recently started experiencing it in my project but am having trouble debugging further. It would be good if Unity could at least catch the error and indicate what object(s) are problematic, but as it stands I can't get a solid repro myself to find out what I've done to cause it.
blueteak
Apr 11, 2017 05:29
A fix for 5.6/5.5 would be quite helpful. Seems like to big of an issue to delay for a full release cycle...
shaileshprabhu
Apr 10, 2017 10:02
Would really appreciate a patch in 5.5 or 5.6 (not sure there will be any for 5.6)? It is breaking our game for a really long time with constant crashes.
MarkoDefiant
Apr 10, 2017 07:28
Can we get this fix in one of the 5.5 patches or final releases asap? Right now there is no 5.5 build that is suitable for ship; it's really messing with our deliverables.
Pickyguy
Apr 10, 2017 07:11
Not in 5.5.3p1 yet? When does it apply to 5.5.X?
yant
Mar 27, 2017 20:13
This is to update everyone that we have a fix for this issue. Now figuring out the specifics of delivering it to you shortly. Anthony.
yant
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.
Superjayjay
Mar 02, 2017 21:38
I've had the same exact issue, though I'm not using mesh colliders unless I'm mistaken.
freyaprogrammer
Feb 23, 2017 16:27
Update:
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
freyaprogrammer
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