Search Issue Tracker
Not Reproducible
Votes
0
Found in
2021.3.45f1
2022.3.51f1
6000.0.25f1
6000.1.0a2
6000.2.0a1
Issue ID
UUM-85908
Regression
No
Editor crashes on physx::PxcDiscreteNarrowPhasePCM or freezes when instantiating many GameObjects
How to reproduce:
1. Open the “IN-86355_repro“ project
2. Open the “SampleScene“
3. Enter Play Mode
Expected result: The Editor does not crash or freeze
Actual result: The Editor crashes or freezes
Reproducible with: 2021.3.45f1, 2022.3.51f1, 6000.0.25f1, 6000.1.0a2
Reproducible on: Windows 11 Pro, macOS 14.6 (M1) (user’s device)
Not reproducible on: No other environment tested
Note: If the issue does not reproduce, restart Play mode
First few lines of the Stack Trace:
0x00007ff6249f5f9a (Unity) physx::PxcDiscreteNarrowPhasePCM
0x00007ff6249dd16a (Unity) PxsCMDiscreteUpdateTask::processCms<&physx::PxcDiscreteNarrowPhasePCM>
0x00007ff6249ee538 (Unity) PxsCMDiscreteUpdateTask::runInternal
0x00007ff62492f352 (Unity) physx::Cm::BaseTask::run
0x00007ff622ce6da2 (Unity) <lambda_fa6741810644ca74cc0d10d236e3482e>::operator()
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
Hello,
The only issue observed with this reproduction project is that Unity will eventually run out of memory due to a massive amount of contacts being generated due to GameObjects consisting of a Sphere Collider x Rigidbody being spawned very close to each other.
A few things to consider applying to cases such as these:
1. ensure the spawned bodies don't collide with each-other initially or at all via layers
2. pool your objects as instantiating upwards to 125k during collisions will degrade performance massively and eventually lead to memory fragmentation.
3. Avoid using "Invoke" and either use Coroutines or designate a Monobehavior script to handle the events.
Cheers,
AlexRvn