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Fixed in 2018.2.X

Fixed in 2018.1.X



Found in



Issue ID




Using Transform.LookAt() right after instantiating causes a crash in b2BroadPhase::UpdatePairs<b2ContactManager>



Reproduction steps:
1. Open the attached project "";
2. Open the SampleScene;
3. Enter a play mode;
4. Click several times on the Game View and try to move the character with arrow keys (usually it takes 3 to 10 clicks).

Actual results: editor crashes.

Reproduced on: 2018.1.0a1, 2018.1.0b13, 2018.2.0a6.
Not reproduced: 2017.1.3p2, 2017.2.2.p2, 2017.3.2f1.

The workaround is to comment out the line which has Transform.LookAt() class.

Fixed in: 2018.2.0b1.

Comments (5)

  1. Jamescurtis

    Aug 24, 2019 09:12

    Bonsai tree trees are actually around for so very long that many have a number of notion with what bonsai can be. This train is most favored in your Asian area, but people worldwide also train growing bonsai tree trees. Bonsai trees available for sale are often often considered as a dwarf woods by newcomers.

  2. fazixbsv

    Aug 17, 2019 10:03

    It’s a game tracker that is used by many people just to click for games. Therefore there is the link that provides a lot of people an ease.

  3. Darkan_Kana

    Apr 12, 2018 13:42

    I also got brought onto this page due to a b2BroadPhase::UpdatePairs<b2ContactManager> crash, however in my case it was not due to the use of transform.LookAt(...), but the result of a GameObject with a Collider2D being destroyed specifically when it has a parent. This has been happening as well on version 2018.1.0b13.

    The crash does not happen when the GameObject is not parented, or when I remove the Collider2D from the prefab used to instantiate the object in question. Also of note, the crash also happens when calling gameObject.SetActive( false ) instead of Destroy( gameObject ).

  4. GeekyMonkey

    Apr 07, 2018 13:05

    Actually, I was led here by mistake. When the editor crashed, it indicated this was a know bug. But I've disabled all lookAt calls and I still get the crash. I tracked it down to setting enabled=false on a collider2d.

  5. GeekyMonkey

    Apr 07, 2018 11:36

    Any workaround that still allows full functionality?

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