04-09-2020, 07:23 AM
(This post was last modified: 04-09-2020, 07:24 AM by josemendez.)
Hi there,
I could reproduce the first one. It will happen when a MeshCollider whose sharedMesh is null is destroyed. This is a bug in Obi (thanks for finding and reporting it!), and the fix is as easy as checking if the sharedMesh is null before looking for it in the meshDataCache -just like you did- as it's not necessary to reduce the reference count of a mesh that does not exist. However it's pretty unusual to have a collider referencing no mesh, so this might be indicative of a deeper problem in your scene.
The second one I could not reproduce, though. The error points to the rope being unable to destroy its first particle group (first control point), but a rope should always have at least 2 control points, this is ensured throughout the code. Can you share how you're initializing the rope at runtime?
I could reproduce the first one. It will happen when a MeshCollider whose sharedMesh is null is destroyed. This is a bug in Obi (thanks for finding and reporting it!), and the fix is as easy as checking if the sharedMesh is null before looking for it in the meshDataCache -just like you did- as it's not necessary to reduce the reference count of a mesh that does not exist. However it's pretty unusual to have a collider referencing no mesh, so this might be indicative of a deeper problem in your scene.
The second one I could not reproduce, though. The error points to the rope being unable to destroy its first particle group (first control point), but a rope should always have at least 2 control points, this is ensured throughout the code. Can you share how you're initializing the rope at runtime?