I have another issue with 5.5 that I was able to isolate, so here is the script:
using UnityEngine;
using System.Collections;
public class ExplosionAnimation : MonoBehaviour
{
public float Duration;
public AudioClip ExplosionSound;
public float Volume=1f;
void Start()
{
StartCoroutine(PhaseDestroy());
}
IEnumerator PhaseDestroy()
{
if (ExplosionSound != null)
AudioSource.PlayClipAtPoint(ExplosionSound, transform.position, Volume);
yield return new WaitForSeconds(Duration * 0.5f);
if (transform.parent)
{
SpriteRenderer rend = transform.parent.GetComponent<SpriteRenderer>();
if (rend != null)
rend.enabled = false;
yield return new WaitForSeconds(Duration * 0.6f);
Destroy(transform.parent.gameObject);
}
else
Destroy(gameObject);
}
}
This is very easy, also to note, I made a new project so everything is empty, there is no sound and no parent so all it does is basically the wait and destroy.
Still I get consistent unity editor crash, just by running this, I tried with the particle alone without the script and apparently there is no crash.
So my guess is that destroying a ongoing particle system is the reason or something similar.
Again to note the particle it is attached to is fresh new, there is no custom shader, not even a sprite, nothing, it still crash the whole editor.