View Issue Details

IDProjectCategoryLast Update
0019584AI War 2Crash/ExceptionJul 2, 2018 12:48 pm
ReporterBadgerBadger Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.721-0.722 Down The Wormhole 
Fixed in Version0.747 Improper Handling Of Forcefields 
Summary0019584: crash after game loss: hovertext
DescriptionI 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)
TagsNo tags attached.

Relationships

related to 0019459 resolvedChris_McElligottPark "You Lose" text to be higher than the rest of the GUI. 

Activities

Chris_McElligottPark

Apr 11, 2018 9:34 pm

administrator   ~0047413

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.

BadgerBadger

Apr 11, 2018 10:41 pm

manager   ~0047414

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.

Chris_McElligottPark

Apr 12, 2018 11:10 am

administrator   ~0047415

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.

Chris_McElligottPark

Jul 2, 2018 12:48 pm

administrator   ~0047695

* 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.

Issue History

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