10-12-2019, 12:00 PM
(09-12-2019, 04:45 PM)josemendez Wrote: Hi there!
You can send the entire crash log to support(at)virtualmethodstudio.com.
An access violation is a very generic error that could be caused pretty much by anything.
Can you provide a bit of context?:
- Does it happen while you're in editor, or during play mode?
- What kind of cloth are you using in your scenes? regular cloth, skinned cloth or tearable cloth?
- Do you have multiple scenes loaded when this happens?
Anything else that can help us narrow down possible causes is welcome!
- It happens exclusively during play mode.
- We are using the basic cloth.
- Yes, there are multiple scenes loaded, but only one contains any Obi components.
Otherwise our setup is as follows:
- 1 Solver (Constraints: Particle Collision, Collision, Particle Friction, Friction, Distance, Bending, Volume)
- 1 FixedUpdater that gets enabled once all scenes have finished loading; no substeps
- Up to 8 cloth objects with 50 particles each
- 1 basic box collider
- 1 mesh collider with a distance field containing 6529 nodes
We iterate of all contacts and active actors to calculate a layer mask for the colliders the actor touches.
We cache this in a dictionary so other parts of the code can retrieve the collision layer mask for any given actor.
I'm not sure if this is relevant, but we use this asset for async/await support: https://assetstore.unity.com/packages/to...ort-101056