blackbird_dream wrote:Yes thks Sven
When I run the scene I get a Debug error window about Izz>dgFloat32(0.0f) in dgBody.cpp
see capture here :
ah that the cause of the crash, not body can have a inertia component with zero value.
some hwo you have a collsion shape that has a zero volume.
you can set a break point on that line and trace when that body trace back to what body is been created the has a zero volume, and fix it and the soudl solve the issue.
you could also add a debug line in teh unity size and trace the inertia value of each body was they are created. them when this assert happen it can tell you whi body it is,
bodies have a unique id that can be read with function NewtonBodyGetID
I am no sure is that is exposed to unity but is eassy to add, I do not have time now,
you can use that funtion form unity to match teh body that cause the assert the unity that is assigned to it.
I am almost certain this is what caused not only the crash but lot of other problem as well.
try running teh debug build more often, there are plenty asserts to safe guard from this.