Another regret on moving to 2018.3. This happens consistently but the complexity of everything going on makes it difficult to pinpoint the cause.
I do raycasts for combat. Periodically I do a bunch of raycasting, a few groups of a few thousand at a time. This builds up environment data for the combat ai.
The trigger seems to be when new combat entities are created which are kinematic rigidbodies while the envirornment raycasting is in progress. Just a guess. The combat ai also does raycasting for LOS, so it could be some interaction with multiple raycast batches also for all I know.
The last code showing in the log was the code that fires off the environment raycasting.
It doesn’t trigger with the combat raycating disabled.
0x0000000142974CFD (Unity) physx::Sq::AABBTree::refitMarkedNodes
0x0000000142974E1E (Unity) physx::Sq::AABBPruner::refitUpdatedAndRemoved
0x0000000142971E93 (Unity) physx::Sq::AABBPruner::commit
0x0000000142979894 (Unity) physx::Sq::SceneQueryManager::flushUpdates
0x000000014272D8E1 (Unity) physx::NpSceneQueries::multiQueryphysx::pxRaycastHit
0x0000000142742D31 (Unity) physx::NpSceneQueries::raycast
0x0000000141853C83 (Unity) RaycastCommandJob
0x00000001408A68B3 (Unity) JobQueue::Exec
0x00000001408A6A1C (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00000001408A6F32 (Unity) JobQueue::processJobs
0x00000001408A8F83 (Unity) JobQueue::WorkLoop
0x0000000140A70CE4 (Unity) Thread::RunThreadWrapper
0x00007FFCF3433034 (KERNEL32) BaseThreadInitThunk
0x00007FFCF5E13691 (ntdll) RtlUserThreadStart