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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
The text was updated successfully, but these errors were encountered:
When Domain and Scene Reload is disabled, you'll get these exceptions upon playing. The 2nd one gets repeated over and over.
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
The text was updated successfully, but these errors were encountered: