Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Exceptions occur upon playing, when both Domain and Scene Reload is disabled (Enter Play Mode Options) #3

Open
AnomalousUnderdog opened this issue Jul 23, 2024 · 0 comments

Comments

@AnomalousUnderdog
Copy link

Unity_11I8vaV0O2

When Domain and Scene Reload is disabled, you'll get these exceptions upon playing. The 2nd one gets repeated over and over.

ObjectDisposedException: Cannot access a disposed object.
Object name: 'The NativeArray has been disposed, it is not allowed to access it'.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckExistsAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle& handle) (at <0652bf0e14024522b5c92574ad0ef550>:0)
Unity.Collections.NativeArray`1[T].Dispose () (at <0652bf0e14024522b5c92574ad0ef550>:0)
UnityEngine.Splines.NativeSpline.Dispose () (at ./Library/PackageCache/[email protected]/Runtime/NativeSpline.cs:343)
SplineScrubber.SplineClipData.CacheData () (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplineClipData.cs:73)
SplineScrubber.SplineClipData.OnEnable () (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplineClipData.cs:38)
InvalidOperationException: The UNKNOWN_OBJECT_TYPE SplineEvaluate.Spline.m_Knots has not been assigned or constructed. All containers must be valid when scheduling a job.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters, System.Int32 arrayLength, System.Int32 innerloopBatchCount) (at <0652bf0e14024522b5c92574ad0ef550>:0)
Unity.Jobs.IJobParallelForExtensions.Schedule[T] (T jobData, System.Int32 arrayLength, System.Int32 innerloopBatchCount, Unity.Jobs.JobHandle dependsOn) (at <0652bf0e14024522b5c92574ad0ef550>:0)
SplineScrubber.SplineEvaluateHandler.Run (System.Int32 batchCount) (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplineEvaluateHandler.cs:61)
SplineScrubber.SplinesMoveHandler.<RunEvaluate>g__Run|26_0 () (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplinesMoveHandler.cs:121)
SplineScrubber.SplinesMoveHandler.RunEvaluate () (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplinesMoveHandler.cs:100)
SplineScrubber.SplinesMoveHandler.LateUpdate () (at ./Library/PackageCache/com.fxlange.spline-scrubber@878176bb36/Runtime/SplinesMoveHandler.cs:68)

I am not familiar with jobs and native arrays, but I think the gist of what's happening is the data that it had during Edit Mode is being carried over to Play Mode.

The easy workaround is of course, to re-enable Domain and Scene reload for the project.

Happened on Unity 2022.3.30f1, Windows 10

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant