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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue. A little bit more information on this topic: In general physics SDKs have a limited buffer for dealing with Narrow Phase (finding contact points) overlap pairs. Initializing a large number like 5k bodies on top of each-other will make the narrow phase implementation crash. PhysX in this case runs out of it's pre-allocated number of collision pairs, and then ends up crashing the Editor. Unfortunately there is no way to fix this (bar regressing general performance of collisions). Furthermore general advisory is to not create thousands of objects initially overlapping each-other. Cheers, AlexRvn
Reproduction steps:
1. Create a new project
2. Create a 3D GameObject with multiple different Collider Components (e.g. Box Collider, Sphere Collider, Capsule Collider)
3. Create another 3D GameObject and add Rigidbody Component
4. Duplicate the GameObject from step 3 until there are 5800 or more copies in the Hierarchy
5. Enter Play mode
6. Observe the Editor
Actual result: Editor crashes and multiple Bug Reporter windows get opened
Expected result: Editor does not crash
Reproducible with: 6000.0.0f1, 6000.0.76f1, 6000.3.16f1, 6000.4.9f1, 6000.5.0b10, 6000.6.0a6
Reproduced on: Windows 11, macOS Tahoe 26.4 (M4)
Note:
First few lines of the stack trace:
#0 0x00000107ef9bac in physx::Dy::PxsSolverConstraintPostProcessTask::mergeContacts(physx::Dy::CompoundContactManager&, physx::Dy::ThreadContext&) 0x107ef9760 - /Applications/Unity/Hub/Editor/6000.5.0b10/Unity.app/Contents/MacOS/Unity : _ZN5physx2Dy34PxsSolverConstraintPostProcessTask11runInternalEv#1 0x00000107ef9760 in physx::Dy::PxsSolverConstraintPostProcessTask::runInternal() 0x104c65ac4 - /Applications/Unity/Hub/Editor/6000.5.0b10/Unity.app/Contents/MacOS/Unity : _ZZN15PhysicsCommands5PhysX27MultithreadedTaskDispatcher10submitTaskERN5physx10PxBaseTaskEEN3$_08__invokeEPv#2 0x00000104c65ac4 in PhysicsCommands::PhysX::MultithreadedTaskDispatcher::submitTask(physx::PxBaseTask&)::$_0::__invoke(void*)#3 0x00000107a95d68 in ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, unsigned int) 0x107a95d68 - /Applications/Unity/Hub/Editor/6000.5.0b10/Unity.app/Contents/MacOS/Unity : _ZL16ujob_execute_jobP14ujob_control_tP11ujob_lane_tP10ujob_job_t13ujob_handle_tj#4 0x00000107a96514 in lane_guts(ujob_control_t*, ujob_lane_t*, int, int, ujob_dependency_chain const*) 0x107a96514 - /Applications/Unity/Hub/Editor/6000.5.0b10/Unity.app/Contents/MacOS/Unity : _ZL9lane_gutsP14ujob_control_tP11ujob_lane_tiiPK21ujob_dependency_chain
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