I’ve submitted this as a bug already (case 878740), but am posting here as well in case anyone has ideas or workarounds.
We’re seeing a “random” crash during gameplay that we’ve narrowed down to being apparently PhysX related. The stacktrace appears as something like:
========== OUTPUTING STACK TRACE ==================
0x0000000141ECF27F (Unity) physx::PxsBroadPhaseContextSap::batchUpdate
0x0000000141ECF808 (Unity) physx::BroadPhaseBatchUpdateWorkTask::runInternal
0x0000000141ECDEFB (Unity) physx::PxsBroadPhaseContextSap::updatePPU
0x0000000141DDBA82 (Unity) physx::Cm::Task::run
0x00000001408FC99E (Unity) NovodexAllocator::deallocate
0x0000000140B8B05F (Unity) JobQueue::Exec
0x0000000140B8B299 (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x0000000140B8B438 (Unity) JobQueue::ProcessJobs
0x0000000140B8B52B (Unity) JobQueue::WorkLoop
0x0000000140F8F1FC (Unity) Thread::RunThreadWrapper
0x00000000778E59CD (kernel32) BaseThreadInitThunk
0x0000000077A1A561 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
By process of elimination, I’ve created a reproduction case that involves rapidly creating/destroying certain objects. However, I haven’t yet been able to determine what is different about the objects that crash more frequently vs those that don’t.
EDIT: so far I’ve reproduced this on 5.5.0p4 and 5.5.1f1