Crashed for each play when Playing long enough, King of random crashes, nothing consists when crashing expect it reports the same error. and the log file have 200M+, it seems something creates a dead loop. (the log file I upload will be deleted most of repeating parts to make it smaller than 99M)
Error Info:
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System.IndexOutOfRangeException: Index was outside the bounds of the array.
at PathFinder.AddPotentials (PathFinder+PotentialScratchPad potential_scratch_pad, PathFinder+PotentialPath potential, System.Int32 cost, System.Int32 underwater_cost, PathFinderAbilities& abilities, PathFinderQuery query, System.Int32 max_links_per_cell, NavGrid+Link[] links, PathFinder+PotentialList potentials, PathGrid path_grid, System.Int32 parent_cell, NavType parent_nav_type) [0x00014] in <c8af1c7577924b4e8159a8d1b7565399>:0
at PathProber.UpdateProbe (NavGrid nav_grid, System.Int32 cell, NavType nav_type, PathFinderAbilities abilities, PathFinder+PotentialPath+Flags flags) [0x00111] in <c8af1c7577924b4e8159a8d1b7565399>:0
at Navigator+PathProbeTask.Run (System.Object sharedData) [0x00016] in <c8af1c7577924b4e8159a8d1b7565399>:0
at WorkItemCollection`2[WorkItemType,SharedDataType].InternalDoWorkItem (System.Int32 work_item_idx) [0x0000d] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at JobManager.DoNextWorkItem () [0x0001a] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at JobManager+WorkerThread.Run () [0x0001e] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0
at Debug.LogError (System.Object obj) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at JobManager+WorkerThread.PrintExceptions () [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at JobManager.Run (IWorkItemCollection work_items) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at GlobalJobManager.Run (IWorkItemCollection work_items) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at BrainScheduler+BrainGroup.AsyncPathProbe () [0x00000] in <c8af1c7577924b4e8159a8d1b7565399>:0
at BrainScheduler+BrainGroup.RenderEveryTick (System.Single dt, System.Boolean isAsyncPathProbeEnabled) [0x00000] in <c8af1c7577924b4e8159a8d1b7565399>:0
at BrainScheduler.RenderEveryTick (System.Single dt) [0x00000] in <c8af1c7577924b4e8159a8d1b7565399>:0
at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0
at Game.LateUpdate () [0x00000] in <c8af1c7577924b4e8159a8d1b7565399>:0
Build: U37-484114-SD
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No Ideas
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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