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Bug DOTS Physics stops processing trigger events after reaching high entity count

Discussion in 'Physics for ECS' started by Reticulatas, Jun 30, 2022.

  1. Reticulatas

    Reticulatas

    Joined:
    Jul 31, 2012
    Posts:
    25
    com.unity.physics: 0.51.0-preview.32

    I'm having an issue that I can't seem to pin down.

    I have lots of bullets and enemies, very simple, all sphere colliders locked to the z-plane. Everything works fine until I hit around 10k+ entities and all trigger collisions begin to just not occur. This is very consistent. i have disabled almost every other system in the game and it still occurs.

    Here is my collision job:

    Code (CSharp):
    1.  
    2. [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
    3.     [UpdateAfter(typeof(ExportPhysicsWorld))]
    4.     [UpdateBefore(typeof(EndFramePhysicsSystem))]
    5.     public abstract partial class TriggerPhysicsSystemBase<T> : SystemBase where T : struct, ITriggerEventsJob
    6.     {
    7.         protected StepPhysicsWorld m_StepPhysicsWorld = default;
    8.  
    9.         protected override void OnCreate()
    10.         {
    11.             m_StepPhysicsWorld = World.GetOrCreateSystem<StepPhysicsWorld>();
    12.         }
    13.  
    14.         protected override void OnUpdate()
    15.         {
    16.             var collectTriggerEventsJob = CreateJob();
    17.  
    18.             collectTriggerEventsJob.Schedule(m_StepPhysicsWorld.Simulation, Dependency).Complete();
    19.         }
    20.  
    21.         protected abstract T CreateJob();
    22.     }
    Then the actual job system looks like:

    Code (CSharp):
    1.  
    2. [BurstCompile]
    3. public struct KillDoodTriggerJob : ITriggerEventsJob
    4. {
    5.     public EntityCommandBuffer commandBuffer;
    6.  
    7.     public ComponentDataFromEntity<BulletTag> bulletGroup;
    8.     [ReadOnly]
    9.     public ComponentDataFromEntity<DoodTag> doodGroup;
    10.     [ReadOnly]
    11.     public ComponentDataFromEntity<DestroyTag> destroyGroup;
    12.  
    13.     public EntityQueryMask IsBullet;
    14.     public EntityQueryMask IsDood;
    15.  
    16.     public void Execute(TriggerEvent triggerEvent)
    17.     {
    18.         Entity bullet;
    19.         Entity dood;
    20.  
    21.         if (PhysicsHelpers<BulletTag, DoodTag>.EventContains(triggerEvent, ref IsBullet, ref IsDood, out bullet, out dood))
    22.         {
    23.             if (!destroyGroup.HasComponent(dood)) // don't hit doods already marked for death
    24.             {
    25.                 commandBuffer.AddComponent(dood, new DestroyTag { });
    26.  
    27.                 var bulletData = bulletGroup[bullet];
    28.                 bulletData.Penetrations++;
    29.                 if (bulletData.Penetrations >= bulletData.BasePenetrations)
    30.                     commandBuffer.AddComponent(bullet, new DestroyTag { });
    31.                 commandBuffer.SetComponent(bullet, bulletData);
    32.             }
    33.         }
    34.     }
    35. }
    36.  
    37. public class KillDoodOnTriggerSystem : TriggerPhysicsSystemBase<KillDoodTriggerJob>
    38. {
    39.     private EndFixedStepSimulationEntityCommandBufferSystem m_CommandBufferSystem;
    40.  
    41.     private EntityQuery isBulletQuery;
    42.     private EntityQuery isDoodQuery;
    43.  
    44.     protected override void OnCreate()
    45.     {
    46.         m_CommandBufferSystem = World.GetOrCreateSystem<EndFixedStepSimulationEntityCommandBufferSystem>();
    47.  
    48.         isBulletQuery = EntityManager.CreateEntityQuery(typeof(BulletTag));
    49.         isDoodQuery = EntityManager.CreateEntityQuery(typeof(DoodTag));
    50.         base.OnCreate();
    51.     }
    52.  
    53.     protected override KillDoodTriggerJob CreateJob()
    54.     {
    55.         return new KillDoodTriggerJob()
    56.         {
    57.             commandBuffer = m_CommandBufferSystem.CreateCommandBuffer(),
    58.             bulletGroup = GetComponentDataFromEntity<BulletTag>(),
    59.             doodGroup = GetComponentDataFromEntity<DoodTag>(true),
    60.             destroyGroup = GetComponentDataFromEntity<DestroyTag>(true),
    61.             IsBullet = EntityManager.GetEntityQueryMask(isBulletQuery),
    62.             IsDood = EntityManager.GetEntityQueryMask(isDoodQuery)
    63.         };
    64.     }
    65. }

    It's not particularly laggy. I get 20-30fps in the editor during this case. I upped the solver iteration count but that doesn't appear to affect it. It's not like "some" enemies get hit but not other- zero triggers are fired.
    Profiler doesn't really show anything outstanding.

    No errors or warnings. Safety checks are on.

    The enemy:
    upload_2022-6-29_15-48-54.png
    The Bullet:
    upload_2022-6-29_15-49-14.png

    The job itself is running but taking very minimal amount of time, as if no events found in the physics system:
    upload_2022-6-29_16-4-44.png
     
    Last edited: Jun 30, 2022
  2. Reticulatas

    Reticulatas

    Joined:
    Jul 31, 2012
    Posts:
    25
    Interestingly, if I make a build the game instantly crashes when I touch an enemy.


    Code (csharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3.  
    4. 0x00007FF8EA775A94 (lib_burst_generated) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBuffer.cs:2507] Unity.Entities.EntityCommandBuffer/EcbWalker`1<Unity.Entities.EntityCommandBuffer/PlaybackProcessor>.1409::Unity.Entities.EntityCommandBuffer.EcbWalker`1<Unity.Entities.EntityCommandBuffer.PlaybackProcessor>.ProcessChain
    5. 0x00007FF8EA771471 (lib_burst_generated) 6cbe9b44f55dff161edecf05c9660a36_avx2
    6. 0x0000026DE2404083 (Mono JIT Code) (wrapper managed-to-native) object:wrapper_native_00007FF8EA88FAA0 (intptr,int,intptr,int,int)
    7. 0x0000026DFB94D40A (Mono JIT Code) (wrapper delegate-invoke) <Module>:invoke_void_intptr_int_intptr_int_int (intptr,int,intptr,int,int)
    8. 0x0000026DFB94D32D (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ECBInterop.interop.gen.cs:98] Unity.Entities.ECBInterop:_forward_mono_ProcessChainChunk (void*,int,Unity.Entities.ECBChainPlaybackState*,int,int)
    9. 0x0000026DFB94D25B (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ECBInterop.interop.gen.cs:80] Unity.Entities.ECBInterop:ProcessChainChunk (void*,int,Unity.Entities.ECBChainPlaybackState*,int,int)
    10. 0x0000026DE549FD3B (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBuffer.cs:2459] Unity.Entities.EntityCommandBuffer/EcbWalker`1<Unity.Entities.EntityCommandBuffer/PlaybackProcessor>:WalkChains (Unity.Entities.EntityCommandBuffer)
    11. 0x0000026DE549F3CB (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBuffer.cs:2321] Unity.Entities.EntityCommandBuffer:PlaybackInternal (Unity.Entities.EntityDataAccess*)
    12. 0x0000026DE549F0D3 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBuffer.cs:2283] Unity.Entities.EntityCommandBuffer:Playback (Unity.Entities.EntityManager)
    13. 0x0000026DE549EBFB (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBufferSystem.cs:271] Unity.Entities.EntityCommandBufferSystem:FlushPendingBuffers (bool)
    14. 0x0000026DE549EA33 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\EntityCommandBufferSystem.cs:193] Unity.Entities.EntityCommandBufferSystem:OnUpdate ()
    15. 0x0000026DE549D361 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
    16. 0x0000026DE549E66F (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ComponentSystemGroup.cs:585] Unity.Entities.ComponentSystemGroup:UpdateAllSystems ()
    17. 0x0000026DE549E1C3 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ComponentSystemGroup.cs:524] Unity.Entities.ComponentSystemGroup:OnUpdate ()
    18. 0x0000026DE549D361 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ComponentSystem.cs:115] Unity.Entities.ComponentSystem:Update ()
    19. 0x0000026DE549D109 (Mono JIT Code) [F:\Projects\KillDoods\Library\PackageCache\com.unity.entities@0.51.0-preview.32\Unity.Entities\ScriptBehaviourUpdateOrder.cs:428] Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate ()
    20. 0x0000026DBEEC6CF0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    21. 0x00007FF8D0DFF1E0 (mono-2.0-bdwgc) mono_get_runtime_build_info
    22. 0x00007FF8D0D82AC2 (mono-2.0-bdwgc) mono_perfcounters_init
    23. 0x00007FF8D0D8BB1F (mono-2.0-bdwgc) mono_runtime_invoke
    24. 0x00007FF8BF57031D (UnityPlayer) UnityMain
    25. 0x00007FF8BF56CA9C (UnityPlayer) UnityMain
    26. 0x00007FF8BF12C3FD (UnityPlayer) UnityMain
    27. 0x00007FF8BF12C41F (UnityPlayer) UnityMain
    28. 0x00007FF8BF132542 (UnityPlayer) UnityMain
    29.   ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF8BEB43FBF)
    30. 0x00007FF8BEB43FBF (UnityPlayer) (function-name not available)
    31.   ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF8BEB41C3B)
    32. 0x00007FF8BEB41C3B (UnityPlayer) (function-name not available)
    33.   ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF8BEB47976)
    34. 0x00007FF8BEB47976 (UnityPlayer) (function-name not available)
    35. 0x00007FF8BEB4893B (UnityPlayer) UnityMain
    36.   ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF72AB411F2)
    37. 0x00007FF72AB411F2 (Kill1Billion) (function-name not available)
    38. 0x00007FF9D1727034 (KERNEL32) BaseThreadInitThunk
    39. 0x00007FF9D24E2651 (ntdll) RtlUserThreadStart
    40.  
     
  3. Reticulatas

    Reticulatas

    Joined:
    Jul 31, 2012
    Posts:
    25
    I have resolved this issue. I'm not sure what the actual problem was but I copied the StatefulTriggerEvent code from the PhysicsSamples and it seems to have fixed this.