I have attached a save game in which the game always crashes near the end of the cycle. To reproduce, simply run the save game and before the cycle clock reaches dark the game will crash without any further input needed from the player.
The Player.log file has an interesting backtrace in it that might be what is causing the crash
Cannot set the parent of the GameObject 'SquirrelBaby' while it is being destroyed.
UnityEngine.Transform:SetParent(Transform, Boolean)
UnityEngine.Transform:SetParent(Transform)
UnityEngine.Transform:set_parentInternal(Transform)
UnityEngine.Transform:set_parent(Transform)
Storage:MakeWorldActive(GameObject)
Storage:DropAll(Boolean, Boolean, Vector3, Boolean)
SingleEntityReceptacle:ClearOccupant()
EggIncubator:ClearOccupant()
SingleEntityReceptacle:ClearOccupantEventHandler(Object)
EventSystem:Trigger(GameObject, Int32, Object)
KMonoBehaviour:Trigger(Int32, Object)
KPrefabID:OnCleanUp()
KMonoBehaviour:OnDestroy()
[/home/builduser/buildslave/unity/build/Runtime/Transform/Transform.cpp line 579]
(Filename: /home/builduser/buildslave/unity/build/Runtime/Transform/Transform.cpp Line: 579)
Some of my system specs for the sake of completeness, though I don't think it matters in this case
Linux Distro: Arch Linux
RAM: 16GB
GFX Card: NVIDIA GTX 970
CPU: Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz
Monitor: 2560x1440 @ 144Hz
Steps to Reproduce
To reproduce, simply run the save game and before the cycle clock reaches dark the game will crash. No input required from the player besides starting the save and unpausing. (Note I only tested on 3x speed but I imagine it happens on 1x and 2x as well)
To reproduce, simply run the save game and before the cycle clock reaches dark the game will crash. No input required from the player besides starting the save and unpausing. (Note I only tested on 3x speed but I imagine it happens on 1x and 2x as well)
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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