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Game crash when despawning collision entities ? #57
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How are you spawning and despawning? Can you share the code or create a minimal example? If not - can you run with The little that gets printed points at a parry3d assertion. I assume it gets triggered from |
Here i was able to make it happen again
I am auto despawning all children of doodad entities (this includes their colliders) as i walk away from them so MAYBE this is causing it but it really dont know. It happens about every 5 minutes of gameplay randomly. splendid. |
Looks like a different assertion this time. But again - unless you run it with First one happened here: https://docs.rs/parry3d/0.15.1/src/parry3d/query/epa/epa3.rs.html#129. Frankly - I don't really know what's going on there. It seems like low-level math check for penetration? Second one happened here: https://docs.rs/parry3d/0.15.1/src/parry3d/query/epa/epa3.rs.html#313. This one looks like the heap is not being managed correctly? Note that both happen in the same file of Parry. And I see you've already opened a ticket there. But it could also be an Avian issue. I doubt it's really a Tnua issue, because Tnua just calls Finally - it is always possible that this is a Bevy ECS quirk. But at this point we kind of have to live with these Bevy ECS quirks and work around them. My money is on Avian though. Parry is not aware of Bevy, and it is Avian's job to mediate between the two and operate the low-level Parry constructs according to the Bevy ECS' status. |
I get this panic when i am walking around my level and my collision doodads auto despawn and spawn. Happens randomly and infrequently
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