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Crash out of physx::PxsBroadPhaseContextSap::batchUpdate

Discussion in 'Physics' started by MuseGames, Feb 7, 2017.

  1. MuseGames

    MuseGames

    Joined:
    Mar 19, 2008
    Posts:
    98
    I've submitted this as a bug already (case 878740), but am posting here as well in case anyone has ideas or workarounds.

    We're seeing a "random" crash during gameplay that we've narrowed down to being apparently PhysX related. The stacktrace appears as something like:

    Code (csharp):
    1. ========== OUTPUTING STACK TRACE ==================
    2.  
    3. 0x0000000141ECF27F (Unity) physx::PxsBroadPhaseContextSap::batchUpdate
    4. 0x0000000141ECF808 (Unity) physx::BroadPhaseBatchUpdateWorkTask::runInternal
    5. 0x0000000141ECDEFB (Unity) physx::PxsBroadPhaseContextSap::updatePPU
    6. 0x0000000141DDBA82 (Unity) physx::Cm::Task::run
    7. 0x00000001408FC99E (Unity) NovodexAllocator::deallocate
    8. 0x0000000140B8B05F (Unity) JobQueue::Exec
    9. 0x0000000140B8B299 (Unity) JobQueue::ExecuteJobFromHighPriorityStack
    10. 0x0000000140B8B438 (Unity) JobQueue::ProcessJobs
    11. 0x0000000140B8B52B (Unity) JobQueue::WorkLoop
    12. 0x0000000140F8F1FC (Unity) Thread::RunThreadWrapper
    13. 0x00000000778E59CD (kernel32) BaseThreadInitThunk
    14. 0x0000000077A1A561 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
    By process of elimination, I've created a reproduction case that involves rapidly creating/destroying certain objects. However, I haven't yet been able to determine what is different about the objects that crash more frequently vs those that don't.

    EDIT: so far I've reproduced this on 5.5.0p4 and 5.5.1f1
     
  2. SchChris

    SchChris

    Joined:
    May 11, 2017
    Posts:
    5
    Hei Midgardsormr,
    did you find a solution for this crash meanwhile? I fight with the same Error. Tought first the Crash depends on my Scripts but figured out now, that the three NullRefs from my Script aren't responsible for them. ..