Hi
@Skalev mentioned that it was also being triggered on the PC build. Are you seeing that as well?
(I do not have an Xbox 1, so I cannot test it on one)
Hi
@Skalev mentioned that it was also being triggered on the PC build. Are you seeing that as well?
(I do not have an Xbox 1, so I cannot test it on one)
Unfortunately not.
Everything is working fine on PC and PS4, only the X1 version is giving us a hard time, and by hard time I mean the game crashes to home after like 30 sec of gameplay.
Can you at least have a look a the project. May be you can spot something we are doing wrong or may be some checks we can add so the multithreading is “safer” even if it means it will take more time.
Thanks again.
Laurent
Hi
I tested your project, however I cannot find anything wrong. I get no exceptions when I run it.
One thing you could try is to add a check in the PointNode.AddConnections method
if (node == null)
throw new System.Exception ("!!");
and see if that triggers anything.
Hi
Was this ever fully resolved? We are currently using version 3.8.8.1 and occasionally get game crashes with call stacks that match the previous posts. I have set astar threads to none. We are using recast graph and RVO controllers. RVO simulator threads also set to none still can crash our game. When pathfinding is disabled, no crashes occur. This occurs on our Xbox One builds only.
Our game pre-generates recast graphs for a number of room scenes and serializes it in memory. Then deserializes as the player transitions between rooms.
Thanks,
Andrew
Hi
I am not sure. I don’t have an Xbox myself, so I have not been able to test it.
I cannot recall any other users mentioning that it doesn’t work since that post however (I might be wrong though).
Do you think you could post the exact code that you use and the exact stack trace?
A few other things to try:
Hi Aron,
Thanks for the response. I’m currently in progress of testing out your suggestions.
As for upgrading, we are too far along in our project to risk upgrading the whole project, but the diff change would be great if you could post it here or PM what and where to me.
Thanks!
-Andrew
Hi
Ok. Here are all the diffs from 3.8.6 to 3.8.10: https://send.firefox.com/download/c828f3cbb3/#WmWEaVt9cWPCuszXzWdbWg
Here is the single diff that I mentioned above: https://pastebin.com/WNdEy52W
Essentially you just need to add a single ‘break’ in the AstarData.cs file.
Hey Aron! Just wanted to update. I tried all your suggestions and enabling the ASTAR_NO_POOLING define made our crash bug stop happening. Thanks for all your help in resolving this issue.
-Andrew
Huh. Ok.
Glad that it helped, though it seems that should have been caused by some script not using pooling correctly…