14-05-2024, 01:18 PM
(This post was last modified: 14-05-2024, 01:19 PM by josemendez.)
Found the cause of the crash: invalid memory access in ComputeFluidMesherSystem.cs, due to indirect command buffers of reused fluid passes not being initialized to zero.
When destroying a existing fluid mesher component and then creating it anew on the same frame, it attempts to render the new one using the old contents of the indirect buffer which points the GPU to invalid memory. This results in undefined behavior, including the possibility of a crash.
Working on a fix, a patch will be available shortly!
When destroying a existing fluid mesher component and then creating it anew on the same frame, it attempts to render the new one using the old contents of the indirect buffer which points the GPU to invalid memory. This results in undefined behavior, including the possibility of a crash.
Working on a fix, a patch will be available shortly!