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Third Party Issue
Votes
0
Found in
2021.3.28f1
2022.3.5f1
2023.1.4f1
2023.2.0a23
Issue ID
UUM-42299
Regression
No
Crash on BV4_ProcessStreamSwizzledNoOrderQ<`anonymous namespace'::LeafFunction_BoxOverlapCB,OBBParamsCB> when entering Play Mode
Reproduction steps:
1. Open the attached “repro-project“
2. Open the “Assets/Scenes/SampleScene.unity“ scene
3. Enter Play Mode
4. Observe the crash
Reproducible with: 2021.3.28f1, 2022.3.5f1, 2023.1.4f1, 2023.2.0a23
Reproduced on: Windows 10 Pro, Windows 11 (by reporter)
Note: Not reproducible in Player
First few lines of the stack trace:
{{0x00007ff7ed9289f4 (Unity) BV4_ProcessStreamSwizzledNoOrderQ<`anonymous namespace'::LeafFunction_BoxOverlapCB,OBBParamsCB> }}
{{0x00007ff70bb7afac (Unity) BV4_OverlapBoxCB }}
{{0x00007ff70bb2f11d (Unity) physx::Gu::pcmContactCapsuleMesh }}
{{0x00007ff70ba36bd7 (Unity) physx::PxcDiscreteNarrowPhasePCM }}
{{0x00007ff70ba1dffa (Unity) PxsCMDiscreteUpdateTask::processCms<&physx::PxcDiscreteNarrowPhasePCM> }}
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Resolution Note:
Currently, our physics engine (PhysX) can only allow mesh colliders up to about 2M triangles; everything above is unreliable. We've recently started showing a warning in the console about this.
`WI 230154 - TOWERS` object has about 12M triangles, which is a bit over the top. There are two main ways forward from here: either subdivide it into smaller parts that fit within the 2M limitation, or disable the fast midphase in the MeshCollider's cooking options. Cooking will take a while though.