Hi there,
Not sure if I should post this in Networking or Physics, since it seems to be both, but here I go anyway.
We have a multiplayer game with multiple rounds. After the last round, we return to the lobby using ServerReturnToLobby. At this point, I presume, our character objects are destroyed.
If any of these characters are wearing a cape (cloth component), the client, not the server, crashes. We suspect that something goes wrong with the order of destroying things, but that’s just a guess.
I’ve included the full log, but here’s the stacktrace:
========== OUTPUTING STACK TRACE ==================
0x00000001427EB480 (Unity) physx::Scb::Cloth::wakeUp
0x0000000140D043E9 (Unity) Unity::Cloth::LateUpdate
0x0000000140DD3336 (Unity) BaseBehaviourManager::CommonUpdate
0x0000000140DD340F (Unity) LateBehaviourManager::Update
0x00000001410B5563 (Unity) InitPlayerLoopCallbacks'::41’::PreLateUpdateScriptRunBehaviourLateUpdateRegistrator::Forward
0x00000001410B334B (Unity) PlayerLoop
0x000000014010835E (Unity) Application::UpdateScene
0x000000014010C98F (Unity) Application::UpdateSceneIfNeeded
0x0000000140130A9F (Unity) Application::TickTimer
0x0000000141A87E5D (Unity) MainMessageLoop
0x0000000141A89827 (Unity) WinMain
0x0000000141CEC8BC (Unity) __tmainCRTStartup
0x00007FF853992774 (KERNEL32) BaseThreadInitThunk
0x00007FF856410D51 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
3175001–241975–Editor.txt (132 KB)