I recommend you open an issue on Godot github because no matter you do, Godot philosophy is never crash, so will be interesting send this for developers check
+1 on opening an issue
The 2^32-1 now makes more sense - itās BVHCommon::Invalid, so if you had BVH_ASSERTs enabled, it would crash there, instead of the next line.
Looks also like a race condition, but youāre right itās very different from mine.
@matheusmdx
Iāve had another go at creating a simple project to demonstrate the issue, so far I have been unable to get it to crash. I didnāt want to open an issue without a reproduceable project, but Iām opening one now.
On searching again for things related to broad phase discarding and collision_object_3d code, I think itās probably related to me turning on physics/3d/run_on_seperate_thread (it was at the start of the project when I did that). A quick test with it off seems to stop the crashing, like using set_deferred (but without the side effects). However it is hard to reproduce the crashing on demand and Iād previously thought Iād fixed the issue and I hadnāt.