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Won't Fix
Votes
0
Found in
2020.1.0b9
2020.3.11f1
2021.1
2021.2
Issue ID
1343245
Regression
Yes
Crash on BV4_OverlapBoxCB when entering Play Mode with a model with a lot of vertices
Reproduction steps:
1. Open the user's attached project
2. Enter play mode in "SampleScene"
Expected result: Editor enters play mode
Actual result: Editor crashes
Reproducible with: 2020.1.0b9, 2020.3.13f1, 2021.1.13f1, 2021.2.0b1
Not reproducible with: 2019.4.28f1, 2020.1.0b8
Note:
In this particular case, the model has over 9 million vertices
Stack trace:
#0 0x00000105983a9c in BV4_OverlapBoxCB(physx::Gu::Box const&, physx::Gu::BV4Tree const&, bool (*)(void*, physx::PxVec3 const&, physx::PxVec3 const&, physx::PxVec3 const&, unsigned int, unsigned int const*), void*)
#1 0x0000010599acd3 in physx::Gu::intersectBoxVsMesh_BV4(physx::Gu::Box const&, physx::Gu::TriangleMesh const&, physx::PxTransform const&, physx::PxMeshScale const&, physx::Gu::LimitedResults*)
#2 0x00000105927c71 in GeomOverlapCallback_BoxMesh(physx::PxGeometry const&, physx::PxTransform const&, physx::PxGeometry const&, physx::PxTransform const&, physx::Gu::TriggerCache*)
#3 0x000001057616da in MultiQueryCallback<physx::PxOverlapHit>::invoke(float&, physx::Sq::PrunerPayload const&)
#4 0x000001057c91ee in physx::Gu::AABBTreeOverlap<physx::Gu::AABBAABBTest, physx::Sq::AABBTree, physx::Sq::AABBTreeRuntimeNode, physx::Sq::PrunerPayload, physx::Sq::PrunerCallback>::operator()(physx::Sq::PrunerPayload const*, physx::PxBounds3 const*, physx::Sq::AABBTree const&, physx::Gu::AABBAABBTest const&, physx::Sq::PrunerCallback&)
#5 0x000001057c89b1 in physx::Sq::AABBPruner::overlap(physx::Gu::ShapeData const&, physx::Sq::PrunerCallback&) const
WORKAROUND: Disable the Fast Midphase in the MeshCollider cooking options
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Resolution Note (2022.1.X):
The issue is not in the number of vertices or PhysX but in the mesh itself. The mesh seems to be corrupted/broken, importing and exporting the fbx file again using Blender (or similar software) fixes the issue and the crash no longer reproduces.