david.sanda Posted October 28, 2020 Share Posted October 28, 2020 (edited) We have a plugin, that works with world loading. We run this plugin from the editor using Editor_double_x64d.exe using -video_app auto -video_vsync 0 -video_refresh 0 -video_mode 1 -video_resizable 1 -video_fullscreen 0 -video_debug 0 -video_gamma 1.000000 -sound_app auto -data_path "h:/ESQ/data/" -engine_config "../data/unigine.cfg" -extern_plugin "GmPlugin, weather" -console_command "config_readonly 1 && world_load \"db\"db" The code that loads the world is simple World::loadWorld. We have this code void SelectionWindow::Update() { //float ifps = Game::get()->getIFps(); if (worldloading == 1 && World::isInitialized() && World::isLoaded()) { auto pl = PlayerSpectator::create(); //auto pl = PlayerPersecutor::create(); pl->setPosition(Math::Vec3(1.0f, 3.401f, 5.5f)); Game::setPlayer(pl); pl->setMainPlayer(true); worldloading = 0; Unigine::Console::run("render_auxiliary 1"); Unigine::Render::setPostMaterials("post_filter_selection"); } } to finish the loading and recreate player etc. In 2.11 it all works just fine and Engine view in the editor behaves as expected. In 2.12 there is a crash after the loadWorld call, but before the code reaches the update call. The crash is completely unreachable for us: Edited October 28, 2020 by david.sanda Link to comment
honya Posted October 28, 2020 Share Posted October 28, 2020 Because i don't do upgrad the .cpp for this world. For testing GM plugin, create new world ;). Link to comment
david.sanda Posted October 28, 2020 Author Share Posted October 28, 2020 (edited) 29 minutes ago, honya said: Because i don't do upgrad the .cpp for this world. For testing GM plugin, create new world ;). Fixed. It crashes even db world (available to unigine) that has no script. Start world is has nothing. Edited October 28, 2020 by david.sanda Link to comment
silent Posted October 29, 2020 Share Posted October 29, 2020 Hi David, Does this crash still appearing? If so, could you please give us more details about reproduction? I can see also that you are using the Weather plugin, has it been also upgraded to the latest version? I'm afraid we would need at least a simplified repro, otherwise it's not completely clear what is going on. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
david.sanda Posted October 29, 2020 Author Share Posted October 29, 2020 It is crashing. Would you at least have any hint or advice based on the stack trace? The entire workflow is really just this. Have world loaded. Load another from plugin. It happens without the weather plugin as well. No assets spawned. Just a lot of gui loaded. Link to comment
silent Posted October 29, 2020 Share Posted October 29, 2020 Hi David, I would like you to tell more, but there is very little information available. A minimal test scene would be very helpful. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
david.sanda Posted October 29, 2020 Author Share Posted October 29, 2020 I'll wait if it goes away with 2.13 and if not, I'll do a test code for it. Link to comment
david.sanda Posted November 18, 2020 Author Share Posted November 18, 2020 In 2.13 situation is the same. I noticed the assert in question: Assertion failed: world_guid_.isValid(), file D:\BA\work\b520b5c5cc40de50\source\editor2\apps\editor\src\controls\WorldControls.cpp, line 55 What would cause it? Link to comment
david.sanda Posted November 18, 2020 Author Share Posted November 18, 2020 Resolved. Wrong path. U 2.11 was ok, from 2.12+ it no longer was. Link to comment
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