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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

Physics

-

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

  1. 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.

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