View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019584 | AI War 2 | Crash/Exception | Apr 11, 2018 8:56 pm | Jul 2, 2018 12:48 pm | |
Reporter | BadgerBadger | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.721-0.722 Down The Wormhole | ||||
Fixed in Version | 0.747 Improper Handling Of Forcefields | ||||
Summary | 0019584: crash after game loss: hovertext | ||||
Description | I was trying to test my changes to make the nanocaust keep chugging along after you died. I suicided my ark into the AI and then immediately hit some crashes: Exception: window: Window_InGameHoverEntityInfo System.NullReferenceException: Object reference not set to an instance of an object at TMPro.TextMeshProUGUI.GenerateTextMesh () [0x00000] in <filename unknown>:0 at TMPro.TextMeshProUGUI.GetTextInfo (System.String text) [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI.CalculateHeightOfTextMeshProUGUIText (TMPro.TextMeshProUGUI text, System.String TextToMeasure) [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI_Text.DoSizingOfRelevantRectHeightToText () [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI_Text.OnUpdate_Subclass (Single DeltaTime) [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI_Element.UpdateFromUI (Single DeltaTime) [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI_Window.OnUpdate (Single DeltaTime) [0x00000] in <filename unknown>:0 at Arcen.Universal.ArcenUI.OnUpdateFromMainThread () [0x00000] in <filename unknown>:0 ^M Stack Trace: Arcen.Universal.ArcenUI.OnUpdateFromMainThread () Arcen.Universal.Engine_Universal.OnUpdateFromMainThread () ArcenGameController.Update () (at D:/vclarge/AI_War_2_Ultra/AIW2Unity/Assets/ArcenCode/ArcenGameController.cs:59) ^M at System.Environment.get_StackTrace() in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Environment.cs:line 227 at Arcen.Universal.ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at Arcen.Universal.ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at Arcen.Universal.ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at Arcen.Universal.Engine_Universal.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at Arcen.Universal.Engine_Universal.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type, Boolean invokedOnMainThread) | ||||
Tags | No tags attached. | ||||
related to | 0019459 | resolved | Chris_McElligottPark | "You Lose" text to be higher than the rest of the GUI. |
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This is because of the GUI being hidden when the "you have lost" text is shown. I plan on changing that, now that we're not using overlay gui mode for the gui. Now that that's in camera space, I can make non-gui things that are higher than the gui, and this problem will thus go away. Sorry about that, in the meantime. Unity chokes and dies when a control that is invisible tries to measure the size of text. |
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Fair enough. I was going to try to make the Nanocaust be interesting after the game ended like ovalcircle wanted, but I guess it will have to wait cause I can't test it. No worries. |
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If you want to make it not hide the GUI anymore, then give me a savegame right before death so I can get the layering right, then we'll be halfway there. You can start doing your stuff as soon as the not-hiding-gui bit is in there, and I'll get the display layering done after that as I have time. |
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* Because of some changes in the overlay camera hierarchy a while ago, the "You lose text" now shows above the GUI, which is what we've desired for a while. ** Thanks to this, we no longer have to hide the GUI after a game loss; the GUI should never be completely hidden using the methods that we were using at the time, because it leads to "hovertext crashes," among other crashes. The in-game hide GUI button never had this problem. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 11, 2018 8:56 pm | BadgerBadger | New Issue | |
Apr 11, 2018 8:56 pm | BadgerBadger | Status | new => assigned |
Apr 11, 2018 8:56 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
Apr 11, 2018 9:34 pm | Chris_McElligottPark | Note Added: 0047413 | |
Apr 11, 2018 10:41 pm | BadgerBadger | Note Added: 0047414 | |
Apr 12, 2018 11:10 am | Chris_McElligottPark | Note Added: 0047415 | |
Jul 2, 2018 12:48 pm | Chris_McElligottPark | Relationship added | related to 0019459 |
Jul 2, 2018 12:48 pm | Chris_McElligottPark | Status | assigned => resolved |
Jul 2, 2018 12:48 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 2, 2018 12:48 pm | Chris_McElligottPark | Fixed in Version | => 0.747 Improper Handling Of Forcefields |
Jul 2, 2018 12:48 pm | Chris_McElligottPark | Note Added: 0047695 |