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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
Comments (20)
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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