I did a slow very long methodical process to weed out a cause of a crash that occurred approximately 11 minutes after continuous play. I found that if I only omitted the physic material assignments, there was no crash. Being able to change the physic material of my character in-game is the only way I could solve a problem with him “sticking” to walls. BTW, there were assignments being made in FixedUpdate and OnCollisionStay. When they were both in the script, the crash time was 11 minutes but when I removed the assignemts from FixedUpdate only, the crash time was 22 minutes, which seems to imply that something is adding up that eventually leads to the crash.
Any particular reason why your assigning a physics material every frame?
Why not try assigning the material when needed instead of every frame or fixedupdate?
It’s actually only being read on all but the few frames where a collider with a special tag is being collided with. For now I’m using a sphere collider with the “slippery” material. It’s working ok but I’m not sure if it’s affecting the jump because of its limited height.