I am doing something similar to the way PhysicsWorldHistory / RawHistoryBuffer handles lag compensation in my own custom net code. Unity’s RawHistoryBuffer has a Capacity of 16 CollisionWorlds.
I increased the Capacity to 30 and now every so often randomly I get a InvalidOperationException: System.InvalidOperationException: The BlobAssetReference is not valid. Likely it has already been unloaded or released. It happens when I Dispose() / Clone() a world.
What is happening? Is this a Stack Overflow?