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Won't Fix
Votes
0
Found in
2018.4.0f1
2018.4.13f1
2019.2.0a1
2019.3.0a1
2020.1.0a1
Issue ID
1200966
Regression
No
Crash on physx::shdfnd::internal::HashBase when a big amount of GameObjects with Kinematic Rigidbodies are instantiated
Steps to reproduce:
1. Open the attached project ("1200966.zip")
2. Open "SinglePlayer" scene
3. Enter Play mode
4. Wait for a few seconds so all of the GameObjects are instantiated
5. Exit Play mode
Reproduced with: 2018.4.13f1, 2019.2.14f1, 2019.3.0f1, 2020.1.0a15
Couldn't test with 2017.4 due to console errors
First 4 lines of the stacktrace:
0x00007FF7ADBF0647 (Unity) physx::shdfnd::internal::HashBase
0x00007FF7ADBEC5A2 (Unity) physx::Sc::ElementInteractionMarker::~ElementInteractionMarker
0x00007FF7ADBEC884 (Unity) physx::Sc::ElementInteractionMarker::`vector deleting destructor'
0x00007FF7ADBF011A (Unity) physx::shdfnd::PoolBase
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Resolution Note:
Too many objects in a tight spot, each overlapping each pairwise. The physics engine creates an interaction object per each overlapping pair, and while there is no clear limit on those, this project has a potential to result with more than 81 million interactions. This is perhaps unintentional and goes a little beyond what can be simulated by the physics engine reliably well.