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Fixed Timestep Crash

Discussion in 'Physics' started by Nihil688, May 12, 2018.

  1. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    355
    Hello,

    I'm making a physics game which I need it to be accurate, when I reduce it anywhere lower than the default 0.02, say 0.01 the game crashes randomly, any reason this could be happening?

    I'm using U2017.3.0f3 and U2018.1.0f2
     
    Last edited: May 12, 2018
  2. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    1,212
    I haven't observed that ever. I can switch to 0.01, 0.001, 0.005 even in runtime without any issue. It must be something related with your code or components used. Try progressively disabling the GameObjects in your scene until you can change the fixed timestep, then isolate and find the specific component that produces the crash.
     
  3. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    355
    Hey Ed! Great work on your car physics, I've seen your work! Unfortunately I'm not using much more than just a rigidbodies and colliders. The code doesn't do much either, even if I disable everything else it's still happening. Is there any kind of problem between number of rigidbodies, timestep and framerate?

    Also it's completely crashing, the editor and the builds ( the builds much more ), no errors etc.

    UnityPlayer.dll caused an Access Violation (0xc0000005) in module UnityPlayer.dll at 0033:97ab0eb9.
     
    Last edited: May 12, 2018
  4. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    355
    OK I've found the problem, having Contact Pair Mode as "All contact pairs" and less timestep than 0.02 creates the crash. Is that something that is known to stress it out?