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Fixed in 2017.1.X



Found in


Issue ID




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



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 (20)

  1. 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.

  2. 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...

  3. 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.

  4. 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.

  5. Pickyguy

    Apr 10, 2017 07:11

    Not in 5.5.3p1 yet? When does it apply to 5.5.X?

  6. 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.

  7. 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.

  8. Superjayjay

    Mar 02, 2017 21:38

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

  9. freyaprogrammer

    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

  10. 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

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