This may be also the cause of a crash related for the physics engine.
To Reproduce
Steps to reproduce the behavior:
1.) Use
Model.zip
2.) Create a Model that uses the mesh in the link above.
3.) See video above:
(For the physics engine error)
4.) Create a Static collider from the mesh
5.) There are chances the game will crash at startup. Call stack below:
Expected behavior
I don't expect the extra lines/triangles as shown in the video.
This is how the model looks
Log and callstacks
Physics engine segmentation fault that happens sometimes when starting up the project.
(Copied from Copy Details)
HResult=0x80004003
Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Source=<Cannot evaluate the exception source>
StackTrace:
<Cannot evaluate the exception stack trace>
Stack trace:
> Stride.Physics.dll!Stride.Physics.StaticMeshColliderShape.StaticMeshColliderShape(Stride.Physics.StaticMeshColliderShape.SharedMeshData sharedDataParam) Line 55 C#
Stride.Physics.dll!Stride.Physics.StaticMeshColliderShapeDesc.CreateShape(Stride.Core.IServiceRegistry services) Line 33 C#
Stride.Physics.dll!Stride.Engine.PhysicsComponent.ComposeShape() Line 641 C#
Stride.Physics.dll!Stride.Engine.PhysicsComponent.Attach(Stride.Physics.PhysicsProcessor.AssociatedData data) Line 693 C#
Stride.Physics.dll!Stride.Physics.PhysicsProcessor.OnEntityComponentAdding(Stride.Engine.Entity entity, Stride.Engine.PhysicsComponent component, Stride.Physics.PhysicsProcessor.AssociatedData data) Line 141 C#
Stride.Engine.dll!Stride.Engine.EntityProcessor<Stride.Engine.PhysicsComponent, Stride.Physics.PhysicsProcessor.AssociatedData>.ProcessEntityComponent(Stride.Engine.Entity entity, Stride.Engine.EntityComponent entityComponentArg, bool forceRemove) Line 280 C#
Stride.Engine.dll!Stride.Engine.EntityManager.CheckEntityWithNewProcessor(Stride.Engine.Entity entity, Stride.Engine.EntityProcessor processor) Line 499 C#
Stride.Engine.dll!Stride.Engine.EntityManager.OnProcessorAdded(Stride.Engine.EntityProcessor processor) Line 392 C#
Stride.Engine.dll!Stride.Engine.EntityManager.RegisterPendingProcessors() Line 260 C#
Stride.Engine.dll!Stride.Engine.EntityManager.InternalAddEntity(Stride.Engine.Entity entity) Line 251 C#
Stride.Engine.dll!Stride.Engine.SceneInstance.Add(Stride.Engine.Scene scene) Line 145 C#
Stride.Engine.dll!Stride.Engine.SceneInstance.RootScene.set(Stride.Engine.Scene value) Line 103 C#
Stride.Engine.dll!Stride.Engine.SceneSystem.LoadContent() Line 120 C#
Stride.Games.dll!Stride.Games.GameSystemCollection.LoadContent() Unknown
Stride.Engine.dll!Stride.Engine.Game.LoadContentInternal() Line 458 C#
Stride.Games.dll!Stride.Games.GameBase.InitializeBeforeRun() Unknown
Stride.Games.dll!Stride.Games.GameWindowWinforms.Run() Unknown
Stride.Games.dll!Stride.Games.GameBase.Run(Stride.Games.GameContext gameContext) Unknown
FPS_Controller.Windows.dll!FPS_Controller.FPS_ControllerApp.Main(string[] args) Line 11 C#
I can't copy more details about the crash, for example the stack.
Release Type: Latest official release
Version: 4.1.0.1374
Platform(s): Windows
Describe the bug There are unwanted lines+triangles(?) generated after I imported my model. Compare the video with the screenshot below.
https://user-images.githubusercontent.com/20599225/202803306-cea1a6d2-8662-4b55-b706-e6a063d210e3.mp4
This may be also the cause of a crash related for the physics engine.
To Reproduce Steps to reproduce the behavior: 1.) Use Model.zip 2.) Create a
Model
that uses the mesh in the link above. 3.) See video above:(For the physics engine error) 4.) Create a
Static collider
from the mesh 5.) There are chances the game will crash at startup. Call stack below:Expected behavior I don't expect the extra lines/triangles as shown in the video.
This is how the model looks
Log and callstacks Physics engine segmentation fault that happens sometimes when starting up the project.
(Copied from
Copy Details
)Stack trace:
I can't copy more details about the crash, for example the stack.