[CRASH] PhysX crashes in 5.5.3

========== OUTPUTING STACK TRACE ==================

0x00007FF75C5CD756 (Hellpoint_Demo) physx::shdfnd::Time::getCurrentTimeInTensOfNanoSeconds
0x00007FF75C5CDD2D (Hellpoint_Demo) physx::shdfnd::Time::getCurrentTimeInTensOfNanoSeconds
0x00007FF75C5CE4A8 (Hellpoint_Demo) physx::shdfnd::Time::getCurrentTimeInTensOfNanoSeconds
0x00007FF75C4DA8B2 (Hellpoint_Demo) physx::shdfnd::Foundation::getNamedAllocMap
0x00007FF75BE130DF (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BB7E966 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BB7EBA4 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BB7EC3B (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BC3C698 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FFB7DF88364 (KERNEL32) BaseThreadInitThunk
0x00007FFB801E70D1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========
========== OUTPUTING STACK TRACE ==================

0x00007FFB5A101DAD (mono) mono_set_defaults
0x00007FF75BBA7070 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BBE2CB2 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BBE2627 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BBE28ED (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75BBAA88D (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75C176387 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75C17655A (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75C17A0B8 (Hellpoint_Demo) physx::shdfnd::Foundation::getErrorMutex
0x00007FF75C2809B0 (Hellpoint_Demo) physx::shdfnd::Foundation::getAllocator
0x00007FFB7DF88364 (KERNEL32) BaseThreadInitThunk
0x00007FFB801E70D1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

PhysX in 5.5.3 appears to be highly unstable lately.

I’m currently on 5.5.2f1 and physics seems rather stable, if that helps.

Crash like this can happen if you are deleting rigidbodies without syncing with physics update.

I’m not sure what exactly do you mean by that. Could you be more specific because I’m not sure how are you supposed to sync with physics update?

Like let say I have a GameObject GO wich have a rigidbody, when or how can I destroy it safely?