When I turn on certain navagents unity will almost immediately hang. Anyone had this before? The stack trace seems to change each time. Basically can barely use half my navagents due to this. Some work fine too… some kill unity in minutes. I will paste stack traces that happen below here.
Turned on my main pedestrians, within 5 minutes unity (2019.4.8f1) died with this:
fileVersion: 10.0.18362.1
========== OUTPUTTING STACK TRACE ==================
0x00007FF7B396866F (Unity) physx:
y::KinematicCopyTask::runInternal
0x00007FF7B389CF42 (Unity) physx::Cm::BaseTask::run
0x00007FF7B26505C4 (Unity) PhysxJobFunc
0x00007FF7B2085EF1 (Unity) JobQueue::Exec
0x00007FF7B208664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF7B20867CE (Unity) JobQueue::ExecuteOneJob
0x00007FF7B269D1E5 (Unity) CompletionTask::ProcessAllPhysicsTasks
0x00007FF7B26529F4 (Unity) PhysicsManager::Simulate
0x00007FF7B264E6BE (Unity) PhysicsManager::InitializeClass'::2’::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x00007FF7B21B4F88 (Unity) ExecutePlayerLoop
0x00007FF7B21B505D (Unity) ExecutePlayerLoop
0x00007FF7B21BA29C (Unity) PlayerLoop
0x00007FF7B055CF3C (Unity) PlayerLoopController::UpdateScene
0x00007FF7B055AED8 (Unity) Application::TickTimer
0x00007FF7B0EC69BE (Unity) MainMessageLoop
0x00007FF7B0ED0C18 (Unity) WinMain
0x00007FF7B3ED8252 (Unity) __scrt_common_main_seh
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
========== OUTPUTTING STACK TRACE ==================
0x00007FF7B38ADF8C (Unity) physx::Sc::ShapeInteraction::~ShapeInteraction
0x00007FF7B38AE0A4 (Unity) physx::Sc::ShapeInteraction::`vector deleting destructor’
0x00007FF7B38AB621 (Unity) physx::Sc::NPhaseCore::releaseElementPair
0x00007FF7B38A9D76 (Unity) physx::Sc::NPhaseCore::onOverlapRemoved
0x00007FF7B3898F6E (Unity) physx::Sc::Scene::processLostContacts3
0x00007FF7B389CF42 (Unity) physx::Cm::BaseTask::run
0x00007FF7B26505C4 (Unity) PhysxJobFunc
0x00007FF7B2085EF1 (Unity) JobQueue::Exec
0x00007FF7B208664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF7B2088243 (Unity) JobQueue::ProcessJobs
0x00007FF7B208D8EF (Unity) JobQueue::WorkLoop
0x00007FF7B25DE263 (Unity) Thread::RunThreadWrapper
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
========== OUTPUTTING STACK TRACE ==================
0x00007FF7B29AA57A (Unity) WorldToTile
0x00007FF7B29A3DFA (Unity) NavMeshQuery::MoveAlongSurface
0x00007FF7B29A3C94 (Unity) NavMeshQuery::MoveAlongSurface
0x00007FF7B298D5AC (Unity) PathCorridor::MovePosition
0x00007FF7B2994EBD (Unity) UpdateMoveJob
0x00007FF7B2085EED (Unity) JobQueue::Exec
0x00007FF7B208664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF7B2088243 (Unity) JobQueue::processJobs
0x00007FF7B208D8EF (Unity) JobQueue::WorkLoop
0x00007FF7B25DE263 (Unity) Thread::RunThreadWrapper
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
this is the most common crash I get… almost always worldToTile.
========== OUTPUTTING STACK TRACE ==================
0x00007FF7B391D679 (Unity) physx::Sc::BodySim::internalWakeUp
0x00007FF7B38AEE43 (Unity) physx::Sc::ShapeInteraction::managerLostTouch
0x00007FF7B38992F9 (Unity) physx::Sc::Scene::processNarrowPhaseLostTouchEvents
0x00007FF7B389CF42 (Unity) physx::Cm::BaseTask::run
0x00007FF7B26505C4 (Unity) PhysxJobFunc
0x00007FF7B2085EF1 (Unity) JobQueue::Exec
0x00007FF7B208664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF7B20867CE (Unity) JobQueue::ExecuteOneJob
0x00007FF7B269D1E5 (Unity) CompletionTask::ProcessAllPhysicsTasks
0x00007FF7B26529F4 (Unity) PhysicsManager::Simulate
0x00007FF7B264E6BE (Unity) PhysicsManager::InitializeClass'::2’::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x00007FF7B21B4F88 (Unity) ExecutePlayerLoop
0x00007FF7B21B505D (Unity) ExecutePlayerLoop
0x00007FF7B21BA29C (Unity) PlayerLoop
0x00007FF7B055CF3C (Unity) PlayerLoopController::UpdateScene
0x00007FF7B055AED8 (Unity) Application::TickTimer
0x00007FF7B0EC69BE (Unity) MainMessageLoop
0x00007FF7B0ED0C18 (Unity) WinMain
0x00007FF7B3ED8252 (Unity) __scrt_common_main_seh
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
========== OUTPUTTING STACK TRACE ==================
0x00007FF78FE5D679 (Unity) physx::Sc::BodySim::internalWakeUp
0x00007FF78FDEEE43 (Unity) physx::Sc::ShapeInteraction::managerLostTouch
0x00007FF78FDD92F9 (Unity) physx::Sc::Scene::processNarrowPhaseLostTouchEvents
0x00007FF78FDDCF42 (Unity) physx::Cm::BaseTask::run
0x00007FF78EB905C4 (Unity) PhysxJobFunc
0x00007FF78E5C5EF1 (Unity) JobQueue::Exec
0x00007FF78E5C664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF78E5C8243 (Unity) JobQueue::ProcessJobs
0x00007FF78E5CD8EF (Unity) JobQueue::WorkLoop
0x00007FF78EB1E263 (Unity) Thread::RunThreadWrapper
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
========== OUTPUTTING STACK TRACE ==================
0x00007FF78FDE7C24 (Unity) physx::Sc::NPhaseCore::findActorPair
0x00007FF78FDE9628 (Unity) physx::Sc::NPhaseCore::managerNewTouch
0x00007FF78FDD95B1 (Unity) physx::Sc::Scene::processNarrowPhaseTouchEventsStage2
0x00007FF78FDDCF42 (Unity) physx::Cm::BaseTask::run
0x00007FF78EB905C4 (Unity) PhysxJobFunc
0x00007FF78E5C5EF1 (Unity) JobQueue::Exec
0x00007FF78E5C664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF78E5C67CE (Unity) JobQueue::ExecuteOneJob
0x00007FF78EBDD1E5 (Unity) CompletionTask::ProcessAllPhysicsTasks
0x00007FF78EB929F4 (Unity) PhysicsManager::Simulate
0x00007FF78EB8E6BE (Unity) PhysicsManager::InitializeClass'::2’::FixedUpdatePhysicsFixedUpdateRegistrator::Forward
0x00007FF78E6F4F88 (Unity) ExecutePlayerLoop
0x00007FF78E6F505D (Unity) ExecutePlayerLoop
0x00007FF78E6FA29C (Unity) PlayerLoop
0x00007FF78CA9CF3C (Unity) PlayerLoopController::UpdateScene
0x00007FF78CA9AED8 (Unity) Application::TickTimer
0x00007FF78D4069BE (Unity) MainMessageLoop
0x00007FF78D410C18 (Unity) WinMain
0x00007FF790418252 (Unity) __scrt_common_main_seh
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
========== OUTPUTTING STACK TRACE ==================
0x00007FF78FE896A4 (Unity) physx::IG::IslandSim::removeConnectionInternal
0x00007FF78FE89899 (Unity) physx::IG::IslandSim::removeDestroyedEdges
0x00007FF78FE8B3B2 (Unity) physx::IG::ThirdPassTask::runInternal
0x00007FF78FDDCF42 (Unity) physx::Cm::BaseTask::run
0x00007FF78EB905C4 (Unity) PhysxJobFunc
0x00007FF78E5C5EF1 (Unity) JobQueue::Exec
0x00007FF78E5C664D (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007FF78E5C8243 (Unity) JobQueue::ProcessJobs
0x00007FF78E5CD8EF (Unity) JobQueue::WorkLoop
0x00007FF78EB1E263 (Unity) Thread::RunThreadWrapper
0x00007FFA03FB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA0418CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
This is never ending, I have no idea why others using navagents arent having this issue!?
========== OUTPUTTING STACK TRACE ==================
0x00007FF6FB6B853A (Unity) WorldToTile
0x00007FF6FB6B1DBA (Unity) NavMeshQuery::MoveAlongSurface
0x00007FF6FB6B1C54 (Unity) NavMeshQuery::MoveAlongSurface
0x00007FF6FB69B56C (Unity) PathCorridor::MovePosition
0x00007FF6FB6A2E7D (Unity) UpdateMoveJob
0x00007FF6FAD928AD (Unity) JobQueue::Exec
0x00007FF6FAD99D31 (Unity) JobQueue::WaitForJobGroupID
0x00007FF6FAD81411 (Unity) CompleteFenceInternal
0x00007FF6FB699544 (Unity) CrowdUpdateMultiThreaded
0x00007FF6FB69FDE2 (Unity) CrowdManager::Update
0x00007FF6FB67DA6E (Unity) NavMeshManager::UpdateCrowdSystem
0x00007FF6FB67D6B8 (Unity) NavMeshManager::Update
0x00007FF6FB677121 (Unity) InitializeNavMeshManager'::2’::PreUpdateAIUpdateRegistrator::Forward
0x00007FF6FAEC1788 (Unity) ExecutePlayerLoop
0x00007FF6FAEC185D (Unity) ExecutePlayerLoop
0x00007FF6FAEC6D4C (Unity) PlayerLoop
0x00007FF6F924F1BC (Unity) PlayerLoopController::UpdateScene
0x00007FF6F924D158 (Unity) Application::TickTimer
0x00007FF6F9BC08F0 (Unity) MainMessageLoop
0x00007FF6F9BCAAC8 (Unity) WinMain
0x00007FF6FCBE9A32 (Unity) __scrt_common_main_seh
0x00007FFB53917BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFB54C4CE51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
Looks like it only crashes with worldToTile if I enable Area Mask: Jump. It doesnt crash otherwise, problem is I NEED them to be able to jump, any thoughts?