Hello we get the below error with a crash on IOS only sometimes (it seems to correlate with complex room scans): "Gu::ConvexMesh::checkHullPolygons: Hull seems to have opened volume or do (some) faces have reversed winding?"
Below is more info.
[Physics.PhysX] Gu::ConvexMesh::checkHullPolygons: Hull seems to have opened volume or do (some) faces have reversed winding?
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
BzKovSoft.ObjectSlicer.BzSliceableBase:GetNewObjects(GameObject&, GameObject&)
BzKovSoft.ObjectSlicer.BzSliceableBase:ApplyChanges(SliceTry)
BzKovSoft.ObjectSlicer.BzSliceableBase:SliceTryFinished(SliceTry)
NavMeshSlicer:SliceMesh(GameObject[])
NavMeshSpatialManager:SliceMesh()
<ConstructMeshCoroutine>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
AutoBoundarySetup:LockBoundary()
UnityEngine.Events.UnityAction:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
[/Users/bokken/build/output/unity/physx/physx/source/physxcooking/src/convex/ConvexHullBuilder.cpp line 338]
(Filename: /Users/bokken/build/output/unity/physx/physx/source/physxcooking/src/convex/ConvexHullBuilder.cpp Line: 338)
[Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed!
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
BzKovSoft.ObjectSlicer.BzSliceableBase:GetNewObjects(GameObject&, GameObject&)
BzKovSoft.ObjectSlicer.BzSliceableBase:ApplyChanges(SliceTry)
BzKovSoft.ObjectSlicer.BzSliceableBase:SliceTryFinished(SliceTry)
NavMeshSlicer:SliceMesh(GameObject[])
NavMeshSpatialManager:SliceMesh()
<ConstructMeshCoroutine>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
AutoBoundarySetup:LockBoundary()
UnityEngine.Events.UnityAction:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
[./physx/source/physxcooking/src/convex/ConvexMeshBuilder.cpp line 312]
(Filename: ./physx/source/physxcooking/src/convex/ConvexMeshBuilder.cpp Line: 312)
Failed to create Convex Mesh from source mesh "". An internal unspecified error has occured that could mean the Quickhull algorithm found the input mesh topologically challenging.
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
BzKovSoft.ObjectSlicer.BzSliceableBase:GetNewObjects(GameObject&, GameObject&)
BzKovSoft.ObjectSlicer.BzSliceableBase:ApplyChanges(SliceTry)
BzKovSoft.ObjectSlicer.BzSliceableBase:SliceTryFinished(SliceTry)
NavMeshSlicer:SliceMesh(GameObject[])
NavMeshSpatialManager:SliceMesh()
<ConstructMeshCoroutine>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
AutoBoundarySetup:LockBoundary()
UnityEngine.Events.UnityAction:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
[ line 95]
(Filename: Line: 95)
Hi. I see the error is occurred during instantiation of your game object. For some reason Unity are not able to clone your model.
I can suggest you to check the model in some 3d editor and try to find some errors. For example: flipped faces, very close points, zero volume faces and etc. Some editors have tools that will do that checks. It is good to have closed mesh (with no borders). For a collider use simplified mesh.