Since I started creating a real map for my little game (with many enemies and objects), I’ve begun experiencing hard crashes in the editor. I’m using Unity 6.0.16 and A* 5.1.16 with Grid Graph and Follower Entity.
The log says:
========== OUTPUTTING STACK TRACE ==================
0x00007FFD7DAA226A (Unity) PopulateContacts
0x00007FFD7DA9F9F4 (Unity) PhysicsManager2D::ConvertCollision2DToScripting
0x00007FFD7D21DBF1 (Unity) SetupArgumentsForMessageInvocation
0x00007FFD7D217CBA (Unity) MonoBehaviour::HandleNotifications
0x00007FFD7CB01250 (Unity) GameObject::SendMessageAny
0x00007FFD7DAD6345 (Unity) PhysicsContacts2D::SendCallbackReports
0x00007FFD7DAD44DC (Unity) PhysicsContacts2D::ProcessContacts
0x00007FFD7DAA4153 (Unity) PhysicsManager2D::Simulate
0x00007FFD7DAA00D4 (Unity) PhysicsManager2D::FixedUpdate
0x00007FFD7DAA0320 (Unity) PhysicsManager2D::Initialize'::
2’::FixedUpdatePhysics2DFixedUpdateRegistrator::Forward
0x00007FFD7CEA4657 (Unity) ExecutePlayerLoop
0x00007FFD7CEA47C7 (Unity) ExecutePlayerLoop
0x00007FFD7CEAA3EF (Unity) PlayerLoop
0x00007FFD7DF95D4A (Unity) EditorPlayerLoop::Execute
0x00007FFD7DFABB17 (Unity) PlayerLoopController::InternalUpdateScene
0x00007FFD7DFAD8BD (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007FFD7DFA7731 (Unity) Application::TickTimer
0x00007FFD7E59C8BA (Unity) MainMessageLoop
0x00007FFD7E5A2592 (Unity) UnityMain
0x00007FF729842FBA (Unity) __scrt_common_main_seh
0x00007FFDF83F257D (KERNEL32) BaseThreadInitThunk
0x00007FFDF922AF28 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
After several attempts, I isolated the issue, and it seems related to the NPCs. While they are wandering, if they move over colliders of other objects—perhaps pushed by other NPCs—the crash occurs. All my NPCs have colliders to push and be pushed with the player (not moved by A* but by a normal controller), and these colliders keep them separated. The problem occurs almost instantly if I have 100+ NPCs in a confined test area, and I start dragging an object with a collider that begins moving the NPCs in ways A* doesn’t anticipate. If i disable the npc collider, is all fine
I’m struggling to create a small example, but if needed, I can try. Is that log helpful, or should I try to create a sample? Or maybe it’s a Unity bug? I’m not sure where to turn.