After unpausing, the game begins stuttering, and the game audio glitches then stops working completely. After a few more seconds, the game freezes. There is no crash message. The game can only be closed using the Windows dialog.
I did previously get a crash log, which I've pasted below. This was during the same game, but not the exact save file I've attached.
Exception in: (WaterTrap).ReusableTrap.root.operational.capture.capturing.
System.NullReferenceException: Object reference not set to an instance of an object
at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x0000e] in <365ccbe55b71497692a2358df9c3c627>:0
at ReusableTrap+Instance.UnsetCapturingAnimations () [0x0003c] in <365ccbe55b71497692a2358df9c3c627>:0
at ReusableTrap.UnsetCapturingAnimations (ReusableTrap+Instance smi) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <365ccbe55b71497692a2358df9c3c627>:0
at LogCatcher.UnityEngine.ILogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message, UnityEngine.Object context) [0x00000] in <f54de29543b44ca89695b41bc5ecd6e0>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <f54de29543b44ca89695b41bc5ecd6e0>:0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at GameStateMachine`4+State+<>c__DisplayClass113_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<EventHandlerTransition>b__0 (StateMachineInstanceType smi, System.Object d) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at GameStateMachine`4+GameEvent[StateMachineType,StateMachineInstanceType,MasterType,DefType].InvokeCallback (System.Object context, System.Object data) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at EventSystem+Entry.Invoke (System.Object data) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
at Storage.Remove (UnityEngine.GameObject go, System.Boolean do_disease_transfer) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at Pickupable.OnCleanUp () [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0
at KMonoBehaviour.OnDestroy () [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0
Build: U59-737790-SCRPAN
Load game and unpause. Crash should happen quickly.
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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