Search Unity

  1. Are you interested in providing feedback directly to Unity teams? Sign up to become a member of Unity Pulse, our new product feedback and research community.
    Dismiss Notice

Bug Cloth Crash on 2019.4.25

Discussion in 'Physics' started by LightStriker, May 13, 2021.

  1. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,662
    We updated from 2019.4.20 to 2019.4.25.

    Now all our cloth on character equipment crashes.

    If I go and edit a prefab in text mode to disable the Cloth component, I get this in the Editor;

    Code (CSharp):
    1. IndexOutOfRangeException: Index was outside the bounds of the array.
    2. UnityEditor.ClothInspector.InitSelfAndInterCollisionSelection () (at <d4ac95dcd11e4742ab912a6127ca6eb7>:0)
    3. UnityEditor.ClothInspector.InitInspector () (at <d4ac95dcd11e4742ab912a6127ca6eb7>:0)
    4. UnityEditor.ClothInspector.OnEnable () (at <d4ac95dcd11e4742ab912a6127ca6eb7>:0)
    Here's the crash callstack
    Code (CSharp):
    1. 0x00007FF6A8A86CFA (Unity) DeformSkinnedMesh
    2. 0x00007FF6A9A2CA31 (Unity) Unity::Cloth::Create
    3. 0x00007FF6A9A2BF3A (Unity) Unity::Cloth::AwakeFromLoad
    4. 0x00007FF6A7843676 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake
    5. 0x00007FF6A7844140 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad
    Anybody else has experienced this?

    EDIT:
    We found out Cloth now crashes if the SkinnedMeshRenderer has NULL bones. Since we have equipement we put on players, we use the player's bones. Looks like now having NULL bones in a prefab is bad.
     
    Last edited: May 13, 2021
unityunity