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By Design

By Design in 6000.2.X

Votes

0

Found in

2022.3.63f1

6000.0.50f1

6000.1.5f1

6000.2.0b4

Issue ID

UUM-108515

Regression

No

Silent crash when multiple child GameObject Colliders are triggered while attached to a Parent GameObject with Transform Scale set as (0; 0; 0)

PhysX

-

How to reproduce:
1. Open the attached “IN-101245.zip” project
2. Open the “SampleScene”
3. Ensure the Transform Scale values of the “oof” GameObject are set to (0, 0, 0)
4. Enter Play Mode
5. Observe the crash

Reproducible in: 2022.1.0a1, 2022.3.63f1, 6000.0.50f1, 6000.1.5f1, 6000.2.0b4

Reproducible on: Windows 11, macOS 15.4.1 (M2)
Not reproducible on: No other environments tested

Notes:
- The crash does not happen if all Colliders are disabled
- Each child “Cube” GameObject has two BoxCollider components attached
- Disabling one of the two BoxColliders for each “Cube” freezes the Editor for a few seconds instead of crashing

  1. Resolution Note:

    Hello!

    The problem we are facing here is that we end up with all the cubes within the provided repo at {0,0,0}, or very close to 0,0,0. If the structures wouldn't have any Rigidbody components this setup wouldn't be an issue. But as it stands when generating collision points we end up with many tiny shapes near or at 0. Where simulating this type of setup would not be possible.
    Due to how the PhysX SDK works this is not something we can reliable handle. The best advice here would be to simply disable the prefab rather than scaling it to {0,0,0}.

    We'll be closing this case as "By Design" due to this being an expected result when overlapping a large number of Colliders (driven by dynamic rigid bodies) at the same position.

    Cheers,
    AlexRvn.

  2. Resolution Note (6000.2.X):

    Hello!

    The problem we are facing here is that we end up with all the cubes within the provided repo at {0,0,0}, or very close to 0,0,0. If the structures wouldn't have any Rigidbody components this setup wouldn't be an issue. But as it stands when generating collision points we end up with many tiny shapes near or at 0. Where simulating this type of setup would not be possible.
    Due to how the PhysX SDK works this is not something we can reliable handle. The best advice here would be to simply disable the prefab rather than scaling it to {0,0,0}.

    We'll be closing this case as "By Design" due to this being an expected result when overlapping a large number of Colliders (driven by dynamic rigid bodies) at the same position.

    Cheers,
    AlexRvn.

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