Thanks, sorry, was kind of an odd post. I suspect there is some glBindBuffer(0) calls we need to make in the SyphonServer and Client when we render our Quads using simple vertex arrays. If the main GL context has a VBO bound for the VertexArray or TextureArray, we will inherit that state, and things may go wonky. Something we need to be aware of.
Ill check it out when I get a moment. Can you send an example scene w/ assets that crashes? My simple / dumb Unity ones work, so im probably just not hitting the right combination to trigger it.
Fucking OpenGL!