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Slog Incubator Crash


Tzunki
  • Branch: Live Branch Version: Windows Fixed
My first Slog slug just finished in the incubator and the game crashes.

 

Potential infinite transition loop detected in state machine: IncubatingStates(root.incubator.idle)
Goto stack:

root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.variant
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle
root.incubator.choose
root.incubator.idle

UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
LogCatcher:UnityEngine.ILogHandler.LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) (at /home/build/workspace/game/Assets/scripts/game/Game.cs:51)
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at /home/build/workspace/game/Assets/Plugins/Debug.cs:153)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1168)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteTransition (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:271)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:OnCallback (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:281)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<.ctor>b__4_0 (object,object) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:240)
EventSystem/Entry:Invoke (object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:75)
EventSystem:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:256)
EventExtensions:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:822)
KBatchedAnimController:TriggerStop () (at /home/build/workspace/game/Assets/scripts/animation/KBatchedAnimController.cs:465)
KAnimControllerBase:StartQueuedAnim () (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:756)
KAnimControllerBase:Queue (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:656)
KAnimControllerBase:Play (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:613)
GameStateMachine`4/State/<>c__DisplayClass142_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<PlayAnim>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3497)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteTransition (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:271)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:OnCallback (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:281)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<.ctor>b__4_0 (object,object) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:240)
EventSystem/Entry:Invoke (object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:75)
EventSystem:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:256)
EventExtensions:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:822)
KBatchedAnimController:TriggerStop () (at /home/build/workspace/game/Assets/scripts/animation/KBatchedAnimController.cs:465)
KAnimControllerBase:StartQueuedAnim () (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:756)
KAnimControllerBase:Queue (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:656)
KAnimControllerBase:Play (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:613)
GameStateMachine`4/State/<>c__DisplayClass142_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<PlayAnim>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3497)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/State/<>c__DisplayClass120_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<Transition>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3004)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteTransition (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:271)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:OnCallback (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:281)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<.ctor>b__4_0 (object,object) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:240)
EventSystem/Entry:Invoke (object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:75)
EventSystem:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:256)
EventExtensions:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:822)
KBatchedAnimController:TriggerStop () (at /home/build/workspace/game/Assets/scripts/animation/KBatchedAnimController.cs:465)
KAnimControllerBase:StartQueuedAnim () (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:756)
KAnimControllerBase:Queue (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:656)
KAnimControllerBase:Play (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:613)
GameStateMachine`4/State/<>c__DisplayClass142_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<PlayAnim>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3497)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/State/<>c__DisplayClass120_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<Transition>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3004)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteTransition (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:271)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:OnCallback (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:281)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<.ctor>b__4_0 (object,object) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:240)
EventSystem/Entry:Invoke (object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:75)
EventSystem:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:256)
EventExtensions:Trigger (UnityEngine.GameObject,int,object) (at /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:822)
KBatchedAnimController:TriggerStop () (at /home/build/workspace/game/Assets/scripts/animation/KBatchedAnimController.cs:465)
KAnimControllerBase:StartQueuedAnim () (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:756)
KAnimControllerBase:Queue (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:656)
KAnimControllerBase:Play (HashedString,KAnim/PlayMode,single,single) (at /home/build/workspace/game/Assets/scripts/animation/KAnimControllerBase.cs:613)
GameStateMachine`4/State/<>c__DisplayClass142_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<PlayAnim>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3497)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/State/<>c__DisplayClass120_0<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:<Transition>b__0 (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:3004)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteActions (StateMachine`4/State<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>,System.Collections.Generic.List`1<StateMachine/Action>) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:957)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:PushState (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:922)
StateMachine`4/GenericInstance<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:GoTo (StateMachine/BaseState) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/StateMachine.cs:1208)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:ExecuteTransition (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:271)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance, IStateMachineTarget, IncubatingStates/Def>:OnCallback (IncubatingStates/Instance) (at /home/build/workspace/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:281)
GameStateMachine`4/EventTransitionData<IncubatingStates, IncubatingStates/Instance

Build: U59-731233-SCRPAN


Steps to Reproduce

Incubate a Slog




User Feedback


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.

Changed Status to Fixed

This should be fixed in the next Hotfix. Thanks for the report.

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