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Crash when switching to a vessel on a distant world (rouqea from kcalbeloh) #223
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I don't know where to even start with this. Scatterer adds the rendering of the scaled camera and the galaxy camera to the reflectionProbe which is where this issue seems to happen, only both of those don't have shadows to my knowledge (I don't think Parallax-continued enables shadows on those cameras either). Maybe a quick solution would be to disable this script, or disable shadows, or disable reflection probe rendering when switching vessels. |
Ooh I think if I hook up the debugger and reproduce the issue I'll be able to get way more data about the camera involved. I'm working through an atmofx crash that is similar, but the main thread callstack is different. Could end up being the same thing but at least I'm confident I can get more data about this one. |
Is it possible to disable shadows on a specific camera? Or do you have to use a replacement shader? |
You're right I thought there was a way in the API but it doesn't seem to be there. Maybe just disabling shadows globally via https://docs.unity3d.com/2019.4/Documentation/ScriptReference/QualitySettings-shadows.html then restoring the value after the switch. |
If you can also identify the offending camera that might be helpful |
Oh that should be easy to fix, those should be the 3 values I'm setting manually here https://github.com/LGhassen/Scatterer/blob/dev/scatterer/Utilities/Camera/ReflectionProbeFixer.cs#L64-L66 or here https://github.com/LGhassen/Scatterer/blob/dev/scatterer/Utilities/Camera/ReflectionProbeFixer.cs#L77-L79 adding a NaN check here would probably work. I can add that sometime in the next few days. |
@JonnyOThan Could you test this if you still have your test install setup? https://github.com/LGhassen/Scatterer/blob/70b6970bc4b73cede9b764e3b33028487a3ef06a/scatterer/bin/Release/scatterer.dll |
I think this did work, but it still crashed. The main thread is now processing a camera from singularity:
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Crash_2024-11-01_152042969.zip
We can reproduce this consistently in TPKSP. I think it started happening with the latest parallax continued update but I'm not 100% sure. I'm sending this here just because it's got scatterer in the callstack but the reflection probe is probably from deferred too.
Searching for "cullCastersCommon" turns up some stuff about possibly bad camera transforms, which seems plausible if the floating origin is in a bad state.
https://discussions.unity.com/t/get-crash-in-cullcasterscommon-randomly/736298
https://issuetracker.unity3d.com/issues/crash-on-cullcasterscommon-when-assigning-an-infinite-value-in-transform-dot-translate-on-a-camera-which-renders-shadows
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