24-06-2023, 02:48 PM
(This post was last modified: 24-06-2023, 02:58 PM by josemendez.)
(24-06-2023, 11:52 AM)swancollective Wrote: Thank you so much for your reply. So I spent a few more hours debugging, and it consistently crashes the editor, when I use the teleport function.
This is so weird. When I don't teleport, everything runs fine, but as soon as I teleport (which is in fact working), it crashes once I exit play mode.
GPT-4 analyzed my crash report like this - don't know if this is helpful at all:
"The crash report appears to indicate a SIGSEGV (segmentation fault) error which is a specific kind of error caused by accessing memory that "does not belong to you." It's a mechanism that prevents you from corrupting the memory and introducing hard-to-debug memory bugs. Essentially, whenever you get a segmentation fault, you know you are doing something wrong with memory - such as accessing a variable that has already been freed or writing to a read-only portion of memory. The operating system kills the process for this.
From the stack trace, the crash seems to occur during the cleanup of some memory pointers (DelayedPointerDeletionManager::CleanupPendingMainThreadPointers), but it's difficult to say what exactly is the cause just from this. It could be an issue with Unity's memory management, a problem in the Vuforia AR platform, or a bug in your code."
That’s a textbook description of what a segmentation fault is, along with a rather unhelpful analysis of the last call in the stack trace - kinda like saying “this 4-wheeled vehicle could be a car but could also be any other 4-wheeled vehicle“. Nothing too useful.
I’d need the full stack trace, which is contained in the crash log/report. This is essentially a record of the last steps Unity took before crashing. If you could share that it would be great There’s a pretty good chance this has nothing to do with Obi though, since A) it crashes at a point internal to Unity, not Obi and B) teleporting actors is very basic functionality that’s been tried and tested for many years, in many different situations.
(24-06-2023, 11:52 AM)swancollective Wrote: Is there any other way to move a softbody back to its original position without using teleport? It could also destroy and reinitialize the softbody at the original position, maybe? Just don't know how to do that.
Yes, the code I shared in my previous post should do that, provided you store the initial position of the transform.
let me know if I can be of further help!
kind regards,