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Fixed in 2020.1

Fixed in 2018.4, 2019.2, 2019.3



Found in







Issue ID




Crash on PhysicsScene::ProcessTriggerEnterExits when splitting meshes that also exit a Trigger with OnTriggerExit



How to reproduce:
1. Open attached project
2. Open CrashDemo Scene
3. Enter the Play Mode

Reproducible with: 2018.3.0a6, 2018.4.1f1, 2019.1.3f1, 2019.2.0b2, 2019.3.0a3
Not reproducible with: 2017.4.27f1, 2018.3.0a5

Actual results: crash

Fixed in: 2020.1.0a7

WORKAROUND: The crash happens if a MeshCollider that is currently overlapping with another collider, gets its mesh set to null and then destroyed. Don't reset the sharedMesh to null before destroying meshes that are in the state of overlapping with other objects.

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  8. A276bf4b1fbd81244392f8fdb32f0c31?d=mm


    Sep 01, 2019 11:03

    This is also preventing us from shipping. Hoping this will be fixed soon.

  9. 9577aa46a9666c262fff4602d196de49?d=mm


    Aug 19, 2019 09:01

    We were also experiencing a similar bug crash with the same stack trace. In our case however, it was in relation to calling AddComponent<RigidBody> on an object with a MeshCollider not marked Convex. This object would then interact with another trigger in the scene and cause a hard crash in both editor and on device.

  10. 35d2da78dad7bd880b4e6c297748025d?d=mm


    Aug 09, 2019 08:01

    Thank you for discovering the workaround! I upgraded from 5.6 and was facing this crash.

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