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Bug Cloth Crash on 2019.4.25

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

  1. LightStriker


    Aug 3, 2013
    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?

    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
  2. prof_jerz


    Dec 16, 2018
    Thanks for the update. Any idea how to fix this problem on something that does't have bones -- a flag? I assume we have to add a bone -- something I guess I'll be Googling next?