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Fixed in 1.11.2
Votes
0
Found in [Package]
1.11.2
Issue ID
1256876
Regression
Yes
NullReferenceException is thrown when using Addressables.InstantiateAsync to instantiate a Prefab with complex Mesh Collider
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Enter the Play Mode
3. Exit the Play Mode
4. Enter the Play Mode again
5. Observe the Console Window
Expected result: No errors are thrown
Actual result: NullReferenceException error is thrown
Reproducible with: 2019.3.2f1, 2019.4.3f1, 2020.1.0a20 (1.11.2)
Not reproducible with: 2018.4.24f1, 2019.3.1f1, 2020.1.0a21, 2020.1.0b14, 2020.2.0a17 (1.11.2)
Couldn't test with: 2019.3.08, 2019.3.0f3 ("Reached the maximum polygons limit" error is thrown)
Workaround: Downgrading to Unity 2018.4.24f1 and upgrading the project back to the initial version (also need to fix references to Materials and Meshes after)
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Latest issues
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
Resolution Note (fix version 1.11.2):
Fixed in Unity 2020.1.0a21 and above