Hey folks
Somehow, I managed to create a rocket in an invalid state, and by trying to fix it managed to lock myself out any recent save games.
The initial problem was that I somehow created a rocket that the game thinks is deleted, and every time I to delete the last piece, it throws an error that GameObject can't be deleted because it already is.
This also happens in Sandbox, and through all variants of deleting things I could try.
But to go a step beyond, I also tried to create a valid rocket in the platform and make it go to orbit. Unfortunately, not only did that result in a crash, but also all save games since I selected "select destination" (prelaunch) are completely broken, throwing the following error
"Assert failed: Implementation does not support multiple components with optional components, type OrbitalMechanics, 1, 0"
I'm attaching two saves:
BrokenRocketCantDelete: When only the rocket is in a broken state, but the save is accessible
BrokenSaveAndRocket: Both rocket and the save are broken
If by any chance the fix is straightforward and you can fix my save I'd appreciate it, otherwise I can live with the broken rocket
Thanks a lot!
Here are the stack traces for both errors
--- Can't delete last piece of rocket
Assert failed: Attempted to destroy a GameObject that is already destroyed.
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142)
Debug:Assert (bool,object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:188)
Util:KDestroyGameObject (UnityEngine.Component) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:140)
OrbitalMechanics:OnCleanUp () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/OrbitalMechanics.cs:31)
KMonoBehaviour:OnDestroy () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:230)
Build: EX1 S14-472677-S
--- Can't access save file
Assert failed: Implementation does not support multiple components with optional components, type OrbitalMechanics, 1, 0
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142)
Debug:Assert (bool,object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:188)
SaveLoadRoot:LoadInternal (UnityEngine.GameObject,IReader) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:368)
SaveLoadRoot:Load (UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,IReader) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:282)
SaveLoadRoot:Load (UnityEngine.GameObject,IReader) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:263)
SaveManager:Load (IReader) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/SaveManager.cs:386)
SaveLoader:Load (IReader) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/SaveLoader.cs:375)
SaveLoader:Load (string) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/SaveLoader.cs:1054)
SaveLoader:OnSpawn () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/SaveLoader.cs:113)
KMonoBehaviour:Spawn () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:285)
KMonoBehaviour:Start () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:243)
Build: EX1 S14-472677-S
I'm not sure how I got to this state. Originally I thought it was because I deleted the platform before the rocket, but I loaded a previous save where I think the rocket and the platform where regular and still ran into the invalid state.
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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