02-03-2021, 08:20 AM
(This post was last modified: 02-03-2021, 08:49 AM by josemendez.)
Hi there!
I've been testing your code, but I'm so far unable to reproduce the issue. This is the setup I have:
- Created an AssetBundle out of a few cloth prefabs.
- Empty scene, one GameObject with your script (named BundleLoader). Added a call to LoadOutfitAssetBundle() in its Awake() method, added a couple calls to LoadOutfitBundlePrefab() in Update(), passing different prefab names whenever I press various keyboard keys like so:
- Created a ObiSolver+FixedUpdater GameObject, passing it to your script as the "FemModel". This way, prefabs are instantiated under the solver and simulated right away.
- Run the scene, press the prefab keys at random to load a new prefab each time, unloading the previous one. Works fine, no errors pop up.
can you spot any appreciable difference with what you're doing?
cheers,
I don't see any difference when calling them separate + together. Unless they're called at different points in time (different frames, by using a coroutine, or just calling them in response to different user input) there's no actual difference in calling them in the same method or different methods.
I've been testing your code, but I'm so far unable to reproduce the issue. This is the setup I have:
- Created an AssetBundle out of a few cloth prefabs.
- Empty scene, one GameObject with your script (named BundleLoader). Added a call to LoadOutfitAssetBundle() in its Awake() method, added a couple calls to LoadOutfitBundlePrefab() in Update(), passing different prefab names whenever I press various keyboard keys like so:
Code:
public void Update()
{
if (Input.GetKeyDown(KeyCode.A))
LoadOutfitBundlePrefab(prefabs[0]);
if (Input.GetKeyDown(KeyCode.B))
LoadOutfitBundlePrefab(prefabs[1]);
//....etc
}
- Created a ObiSolver+FixedUpdater GameObject, passing it to your script as the "FemModel". This way, prefabs are instantiated under the solver and simulated right away.
- Run the scene, press the prefab keys at random to load a new prefab each time, unloading the previous one. Works fine, no errors pop up.
can you spot any appreciable difference with what you're doing?
cheers,
Quote:If I call the DeleteClothingItem separately everything works fine. It's only when calling DeleteClothingItem while InstatiateObjectFromBundle in same method that the error and subsequent crash occurs.
I don't see any difference when calling them separate + together. Unless they're called at different points in time (different frames, by using a coroutine, or just calling them in response to different user input) there's no actual difference in calling them in the same method or different methods.