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Warning Property (_InnerSphereOffset) exceeds maximum allowed array size (7644). Cap to (1023). #1155
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Are you seeing |
no. There are a maximum of 4 in the scene for catamaran and 2 for the monohull boat. |
I see that there is always this more warnings: 2024-07-27T19:13:13Z Warning Property (_Radius) exceeds maximum allowed array size (3284). Cap to (1023). 2024-07-27T19:13:13Z Warning Property (_InnerSphereOffset) exceeds maximum allowed array size (3284). Cap to (1023). 2024-07-27T19:13:13Z Warning Property (_InnerSphereMultiplier) exceeds maximum allowed array size (3284). Cap to (1023). 2024-07-27T19:13:13Z Warning Property (_LargeWaveMultiplier) exceeds maximum allowed array size (3284). Cap to (1023). 2024-07-27T19:13:13Z Warning Property (_DisplacementAtInputPosition) exceeds maximum allowed array size (3284). Cap to (1023). It seems to be a race condition problem at startup of the scene. I cannot see if the user is killing the app. But the next launch of the app does not show the warning again. |
Can you apply this patch and let me know if things improve: master...fix-swi-property-leak |
I will check. At least I see the warnings also in the editor sometimes. |
It seems the warning only occurs when user changes the boats and instances are created / deleted. The game is halted at that time by setting the framerate to 0. So maybe that has an impact. I am still investigating, but it might not be a big problem at the end. |
Is there an existing issue for this?
Have you checked the documentation to resolve your problem?
Current Behavior
I am studying logfiles that the app is sending to my server from all my users and I see some concerning entries like this:
Warning Property (_InnerSphereOffset) exceeds maximum allowed array size (7644). Cap to (1023).
Crest.SphereWaterInteraction:SubmitDraws(LodDataMgr, Int32, CommandBuffer)
Crest.LodDataMgrPersistent:BuildCommandBuffer(OceanRenderer, CommandBuffer)
Crest.BuildCommandBuffer:BuildLodData(OceanRenderer, CommandBuffer)
Crest.BuildCommandBuffer:BuildAndExecute()
Crest.OceanRenderer:RunUpdate()
It's 1000s of lines once it is happening. It is not happening allways but on a lot of devices of all kinds. iOS, Android.
I do not see this in the editor. It seems to be happening since a while.
Expected Behavior
no warning
Steps To Reproduce
n/a
Unity Version
2021.3.40
Crest Version
4.19
Render Pipeline
Universal
Editor or Standalone
Standalone
Environment
Anything else?
No response
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