GameAdvanced Scene Physics.PhysX error

Windows 10
Unity 2020.2.4f1
Clear project, all packages updated
GameAdavanced scene

Editor in PlayMode
have this message and lose some crystal

[Physics.PhysX] TriangleMesh::loadFromDesc: desc.isValid() failed!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Unity.MARS.Actions.BuildSurfaceAction:UpdateSurface (Unity.MARS.Query.QueryResult) (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Actions/BuildSurfaceAction.cs:149)
Unity.MARS.Actions.BuildSurfaceAction:OnMatchUpdate (Unity.MARS.Query.QueryResult) (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Actions/BuildSurfaceAction.cs:95)
Unity.MARS.Proxy:OnClientMatchUpdate (Unity.MARS.Query.QueryResult) (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/ObjectInterface/Proxy.cs:346)
Unity.MARS.Query.MARSQueryBackend:pipelineMatchUpdate (int,Unity.MARS.Query.QueryMatchID[ ],int[ ],Unity.MARS.Query.ProxyConditions[ ],Unity.MARS.Query.ProxyTraitRequirements[ ],Unity.MARS.Query.QueryResult[ ],System.Action1<Unity.MARS.Query.QueryResult>[ ],System.Action1<Unity.MARS.Query.QueryResult>[ ]) (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/Queries/MARSQueryBackend.cs:446)
Unity.MARS.Query.MARSQueryBackend:RunMatchUpdates (Unity.MARS.ParallelQueryData) (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/Queries/MARSQueryBackend.cs:367)
Unity.MARS.Query.QueryPipelinesModule:RunMatchUpdates () (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/Queries/QueryPipelinesModule.cs:142)
Unity.MARS.Query.QueryPipelinesModule:Unity.MARS.IModuleMarsUpdate.OnMarsUpdate () (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/Queries/QueryPipelinesModule.cs:113)
Unity.MARS.Simulation.MarsTimeModule:InvokeMarsUpdate () (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/MarsTimeModule.cs:118)
Unity.MARS.Simulation.MarsTimeModule:Unity.XRTools.ModuleLoader.IModuleBehaviorCallbacks.OnBehaviorUpdate () (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/Modules/MarsTimeModule.cs:91)
Unity.XRTools.ModuleLoader.ModuleLoaderCore:OnBehaviorUpdate () (at Library/PackageCache/com.unity.xrtools.module-loader@1.2.0/Runtime/Scripts/ModuleLoaderCore.cs:640)
Unity.MARS.MARSSession:Update () (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/MARSSession.cs:149)

and next
[Physics.PhysX] TriangleMesh::loadFromDesc: desc.isValid() failed!

after PlayMode stop
new message

ArgumentException: UnpackPrefabInstance must be called with a Prefab instance.
UnityEditor.PrefabUtility.UnpackPrefabInstance (UnityEngine.GameObject instanceRoot, UnityEditor.PrefabUnpackMode unpackMode, UnityEditor.InteractionMode action) (at :0)
UnityEditor.MARS.Simulation.MARSEnvironmentManager.TearDownEnvironment () (at Library/PackageCache/com.unity.mars@1.2.0/Editor/Scripts/Modules/MARSEnvironmentManager.cs:795)
UnityEditor.MARS.Simulation.MARSEnvironmentManager.TearDownEnvironmentNotCancelable () (at Library/PackageCache/com.unity.mars@1.2.0/Editor/Scripts/Modules/MARSEnvironmentManager.cs:1345)
UnityEditor.MARS.Simulation.MARSEnvironmentManager.Unity.XRTools.ModuleLoader.IModule.UnloadModule () (at Library/PackageCache/com.unity.mars@1.2.0/Editor/Scripts/Modules/MARSEnvironmentManager.cs:266)
Unity.XRTools.ModuleLoader.ModuleLoaderCore.UnloadModules () (at Library/PackageCache/com.unity.xrtools.module-loader@1.2.0/Runtime/Scripts/ModuleLoaderCore.cs:772)
UnityEngine.Debug:LogException(Exception)
Unity.XRTools.ModuleLoader.ModuleLoaderCore:UnloadModules() (at Library/PackageCache/com.unity.xrtools.module-loader@1.2.0/Runtime/Scripts/ModuleLoaderCore.cs:776)
Unity.MARS.MARSSession:OnDestroy() (at Library/PackageCache/com.unity.mars@1.2.0/Runtime/Scripts/MARSSession.cs:168)

hello @iLawn

Do you have the steps to reproduce this issue?, which scene are you loading and what platform are you building for?, iOS, Android?

for iOS
GameAdvanced scene
Simulation - Living Room 18x13 and Bedroom 20x17

Reproduced on MacBook / same setting

Hello @iLawn ,

I have been looking into this issue and the good news is that I managed to reproduce on our side and the error can be safely ignored.

Being said that, we are looking into fixing it; good catch! :slight_smile:

Thanks )