why when i try to set animation culling type, the game crash?I want to know why hanpped.who can help me to fixed it?
the crash stack:
1 #00 pc 0010358c libunity.so Object::AddEvent(void (*)(void*, void*, int), void*) [armeabi-v7a]2 #01 pc 007715b0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]3 #02 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]4 #03 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]5 #04 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]6 #05 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]7 #06 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]8 #07 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]9 #08 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]10 #09 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]11 #10 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]12 #11 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]13 #12 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]14 #13 pc 007715d0 libunity.so Animation::RecomputeContainedRenderersRecurse(Transform&) [armeabi-v7a]15 #14 pc 00771400 libunity.so Animation::SetCullingType(Animation::CullingType) [armeabi-v7a]16 #15 pc 00fd57ac libil2cpp.so CustomActor_onModelLoaded_m2523465691 (D:\xxxxx\Android_Current\code\client_code\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_1.cpp:8061 [Inline: VirtActionInvoker1<int>::Invoke(unsigned int, void*, int)]) [armeabi-v7a]
the code sample:
public abstract class CustomActor{ protected virtual void onModelLoaded(GameObject new_model, int modelId) { this.destroyModel(); this.model = new_model; float nModelScale = this.GetModelScale(); this.model.transform.localScale = Vector3.one * nModelScale; this.m_ActorAnimation = new_model.GetComponent<Animation>(); if (this.m_ActorAnimation) { // accoding to crasg stack infomation. the code try to set animation's cullingType to AnimationCullingType.BasedOnRenderers. the game crash! // actually, this crash is not happend a hundred percent. this.m_ActorAnimation.cullingType = AnimationCullingType.BasedOnRenderers; } if (this.IsVisible()) { if (this.m_ActorAnimation != null) { this.m_ActorAnimation.enabled = true; } SetEnableAnimation(this.m_MountAnimation, true); } else { if (this.m_ActorAnimation != null) { this.m_ActorAnimation.enabled = false; } SetEnableAnimation(this.m_MountAnimation, false); } CreateBoxColldier(); this.updateHeadInfo(); this.RefreshAction(); this.setMaterial(new_model); this.ApplyQuality(globalId, new_model); //ActorMgr.FireActorEvent(this, (byte)ActorEvent.ModelLoaded);}
}
accoding to crasg stack infomation. the code try to set animation's cullingType to AnimationCullingType.BasedOnRenderers. the game will be crash!actually, this crash is not happend a hundred percent.
this.m_ActorAnimation.cullingType = AnimationCullingType.BasedOnRenderers;
very grateful to you for your help!!