Update
According to my investigation crashes occurred when the active scene with simulated cloth and solver unloaded by SceneManager.UnloadSceneAsync in the Coroutine. I also have 3 scene loaded all time with UI and some singletons. But all Cloth related stuff spawned all-time in the active scene, the scene I unloaded later.
In case if SceneManager.LoadLevel(0) function call (unloads all loaded scenes) all works fine and no Unity crash occurred during a long run. But this is not acceptable for me.
Obi developers, could you clarify are you using some code related to the way how scene loaded/unloaded in Unity?
Because this issue probably related to this.
According to my investigation crashes occurred when the active scene with simulated cloth and solver unloaded by SceneManager.UnloadSceneAsync in the Coroutine. I also have 3 scene loaded all time with UI and some singletons. But all Cloth related stuff spawned all-time in the active scene, the scene I unloaded later.
In case if SceneManager.LoadLevel(0) function call (unloads all loaded scenes) all works fine and no Unity crash occurred during a long run. But this is not acceptable for me.
Obi developers, could you clarify are you using some code related to the way how scene loaded/unloaded in Unity?
Because this issue probably related to this.