Hey Guys!
I am having around 25k entities with colliders attached in my scene. From time to time (every 2nd or 3rd run) I am getting the following error in editor (endlessly repeating):
System.InvalidOperationException: No free leaf slot found in leaf node.
at Unity.Physics.SafetyChecks.ThrowInvalidOperationException (Unity.Collections.FixedString128Bytes message) [0x00000] in .\Library\PackageCache\com.unity.physics\Unity.Physics\Extensions\SafetyChecks.cs:359
at Unity.Physics.BoundingVolumeHierarchy.Insert (Unity.Physics.Aabb aabb, Unity.Physics.BoundingVolumeHierarchy+PointAndIndex point, Unity.Physics.CollisionFilter filter) [0x0030d] in .\Library\PackageCache\com.unity.physics\Unity.Physics\Collision\Geometry\BoundingVolumeHierarchy.cs:847
at Unity.Physics.BoundingVolumeHierarchy+IncrementalInsertionContext.Insert (Unity.Physics.BoundingVolumeHierarchy& bvh, Unity.Physics.Aabb aabb, Unity.Physics.BoundingVolumeHierarchy+PointAndIndex point, Unity.Physics.CollisionFilter filter) [0x00001] in .\Library\PackageCache\com.unity.physics\Unity.Physics\Collision\Geometry\BoundingVolumeHierarchy.cs:377
at Unity.Physics.Broadphase+Tree.BuildIncremental () [0x00198] in .\Library\PackageCache\com.unity.physics\Unity.Physics\Collision\World\Broadphase.cs:706
at Unity.Physics.Broadphase+BuildIncrementalTreeJob.Execute () [0x00001] in .\Library\PackageCache\com.unity.physics\Unity.Physics\Collision\World\Broadphase.cs:963
at Unity.Jobs.IJobExtensions+JobStruct1[T].Execute (T& data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00001] in <44f3679c53d1477a9c6e72f269e3a3a9>:0 at (wrapper delegate-invoke) Unity.Jobs.IJobExtensions+JobStruct
1+ExecuteJobFunction[Unity.Physics.Broadphase+BuildIncrementalTreeJob].invoke_void_T&_intptr_intptr_JobRanges&_int(Unity.Physics.Broadphase/BuildIncrementalTreeJob&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Interestingly this is not necessarily related to the huge amount of entities. when loading 70k+ entities it works better and the issue doesn’t appear. Not sure if this issue is related to ECS physics or Unity physics as I use both in the scene.
Has anybody a clue what’s going on here?
Thanks!
PS.: Using Unity 6000.0.32f1, latest ECS physics