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I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which causes some very funky behaviour and was a debugging nightmare. I've tried a few different solutions, using an EntityCommandRecorder, just saving a list of delete and create actions that get run after the systems during a frame, etc, but nothing works. Tried on the latest stable and unstable branches.
The text was updated successfully, but these errors were encountered:
Any idea of how this can be reliably reproduced?
Although i doubt it will be fixed in this main repo as it didnt seen new activity for about a year, so all hope is on forks, i guess.
I have some idea, but can't say that that's exactly your case. Entity has ID and Version. When you cache somehow entity, for example on MonoBehaviours field and dispose this entity somewhere else. Then you create new entities and some of them will get exact same ID as disposed one but with Version incremented. In such situation if you call for example Set on disposed entity within MonoBehaviour this will Set component to newly created entity with greater Version. Is up to you to monitor such cases, you wont get any warnings or exceptions related
I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which causes some very funky behaviour and was a debugging nightmare. I've tried a few different solutions, using an EntityCommandRecorder, just saving a list of delete and create actions that get run after the systems during a frame, etc, but nothing works. Tried on the latest stable and unstable branches.
The text was updated successfully, but these errors were encountered: