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why when i try to set animation culling type, the game crash?

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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!!


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