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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()

  1. 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

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