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Fixed

Votes

0

Found in

2018.4

2018.4.20f1

2019.2

Issue ID

1251071

Regression

No

Crash on memory allocation when adding Cloth Component to an FBX model

Cloth

-

Reproduction steps:
1. Import the "CrashyModel.unitypackage" into any project
2. Drag the FBX to the scene to convert it to a GameObject
3. On the model find "Clothes" GameObject and select it
4. In the Inspector Window click "Add Component" and add "Cloth" Component

Reproducible with:2018.4.0f1, 2018.4.24f1, 2019.2.0a6
Not reproducible with:2019.2.0a7, 2019.2.21f1, 2019.3.16f1, 2020.1.0b14, 2020.2.0a16

First lines of the stacktrace:

0x00007FF7EFEE9384 (Unity) block_remove
0x00007FF7EFEE9C94 (Unity) tlsf_free
0x00007FF7EE500211 (Unity) DynamicHeapAllocator<LowLevelAllocator>::TryDeallocate
0x00007FF7EE4FFEAC (Unity) DualThreadAllocator<DynamicHeapAllocator<LowLevelAllocator> >::TryDeallocate
0x00007FF7EE4EB051 (Unity) MemoryManager::Deallocate
0x00007FF7F046FB86 (Unity) physx::cloth::TripletScheduler::simd
0x00007FF7F046F5E4 (Unity) physx::cloth::ClothImpl<physx::cloth::SwCloth>::setVirtualParticles
0x00007FF7F02E165E (Unity) physx::Sc::ClothCore::setVirtualParticles
0x00007FF7EF5EEF23 (Unity) Unity::Cloth::SetUseVirtualParticles

  1. Resolution Note:

    Fixed in 2019.2.0a7 and newer unity versions

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