Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

If you die in the demo you get this error... #27

Open
XeonG opened this issue May 3, 2024 · 1 comment
Open

If you die in the demo you get this error... #27

XeonG opened this issue May 3, 2024 · 1 comment

Comments

@XeonG
Copy link

XeonG commented May 3, 2024

MissingReferenceException: The object of type 'Baracuda.Example.Scripts.GameManager' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object. Parameter name: obj
�UnityEngine.MissingReferenceException: The object of type 'Baracuda.Example.Scripts.GameManager' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object. Parameter name: obj
void UnityEngine.Object+MarshalledUnityObject.TryThrowEditorNullExceptionObject(Object unityObj, string parameterName)
void UnityEngine.Bindings.ThrowHelper.ThrowArgumentNullException(object obj, string parameterName)
bool UnityEngine.MonoBehaviour.IsObjectMonoBehaviour(Object obj)
Coroutine UnityEngine.MonoBehaviour.StartCoroutine(IEnumerator routine)
void Baracuda.Example.Scripts.GameManager.<Start>b__12_0(?)+() => { } (at Assets/Samples/Runtime Monitoring/3.5.4/Example Scene/Scripts/GameManager.cs:59)
void Baracuda.Example.Scripts.PlayerState.Die() (at Assets/Samples/Runtime Monitoring/3.5.4/Example Scene/Scripts/PlayerState.cs:24)
void Baracuda.Example.Scripts.PlayerMovement.LateUpdate() (at Assets/Samples/Runtime Monitoring/3.5.4/Example Scene/Scripts/PlayerMovement.cs:141)
�   at void UnityEngine.DebugLogHandler.Internal_LogException_Injected(Exception, IntPtr)
void UnityEngine.DebugLogHandler.Internal_LogException(Exception ex, Object obj)
void UnityEngine.DebugLogHandler.LogException(Exception exception, Object context)
void Switchboard.UnityLogger.Log(LogLevel logLevel, Exception exception, ReadOnlySpan<char> message)
void Switchboard.LoggerRoot.Log(LogLevel logLevel, Exception exception, ReadOnlySpan<char> message)
void Switchboard.UnityLogHijacker.LogException(Exception exception, Object context)
void UnityEngine.Logger.LogException(Exception exception, Object context)
bool UnityEngine.Debug.CallOverridenDebugHandler(Exception exception, Object obj)

@XeonG
Copy link
Author

XeonG commented May 5, 2024

Failed to create Physics Mesh from source mesh. One of the triangles is too large. It's recommended to tesselate the large triangles. Source mesh name: Plattform_01

Failed to create Physics Mesh from source mesh. One of the triangles is too large. It's recommended to tesselate the large triangles. Source mesh name: Plattform_01

at bool UnityEditor.AssetDatabase.OpenAsset(int, int, int) x 3
void UnityEditor.ProjectBrowser.OpenAssetSelection(int[] selectedInstanceIDs)
void UnityEditor.ProjectBrowser.OpenListAreaSelection()
void UnityEditor.ProjectBrowser.ListAreaItemSelectedCallback(bool doubleClicked)
void UnityEditor.ObjectListArea.SetSelection(int[] selectedInstanceIDs, bool doubleClicked)
void UnityEditor.ObjectListArea+LocalGroup.HandleMouseWithDragging(ref AssetReference assetReference, int controlID, Rect rect)
void UnityEditor.ObjectListArea+LocalGroup.DrawItem(Rect position, FilterResult filterItem, BuiltinResource builtinResource, bool isFolderBrowsing)
void UnityEditor.ObjectListArea+LocalGroup.DrawInternal(int beginIndex, int endIndex, float yOffset)
void UnityEditor.ObjectListArea+Group.Draw(float yOffset, Vector2 scrollPos, ref int rowsInUse)
void UnityEditor.ObjectListArea.HandleListArea()
void UnityEditor.ObjectListArea.OnGUI(Rect position, int keyboardControlID)
void UnityEditor.ProjectBrowser.OnGUI()
void UnityEditor.HostView.InvokeOnGUI(Rect onGUIPosition)
void UnityEditor.DockArea.DrawView(Rect dockAreaRect)
void UnityEditor.DockArea.OldOnGUI()
void UnityEngine.UIElements.IMGUIContainer.DoOnGUI(Event evt, Matrix4x4 parentTransform, Rect clippingRect, bool isComputingLayout, Rect layoutSize, Action onGUIHandler, bool canAffectFocus)
bool UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent(Event e, Matrix4x4 worldTransform, Rect clippingRect, Action onGUIHandler, bool canAffectFocus) x 3
bool UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw(EventBase evt, bool canAffectFocus, bool verifyBounds)
bool UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI(EventBase evt, bool canAffectFocus, bool verifyBounds)
void UnityEngine.UIElements.IMGUIContainer.HandleEventBubbleUp(EventBase evt)
void UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPathWithCompatibilityEvent(EventBase evt, EventBase compatibilityEvt, BaseVisualElementPanel panel, VisualElement target, bool isCapturingTarget)
void UnityEngine.UIElements.EventDispatchUtilities.DispatchToCachedElementUnderPointerOrPanelRoot(EventBase evt, BaseVisualElementPanel panel, int pointerId, Vector2 position)
void UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElementOrElementUnderPointer(EventBase evt, BaseVisualElementPanel panel, int pointerId, Vector2 position)
void UnityEngine.UIElements.PointerEventBase<UnityEngine.UIElements.PointerDownEvent>.Dispatch(BaseVisualElementPanel panel)
void UnityEngine.UIElements.EventDispatcher.ProcessEvent(EventBase evt, BaseVisualElementPanel panel)
void UnityEngine.UIElements.EventDispatcher.Dispatch(EventBase evt, BaseVisualElementPanel panel, DispatchMode dispatchMode)
void UnityEngine.UIElements.BaseVisualElementPanel.SendEvent(EventBase e, DispatchMode dispatchMode)
bool UnityEngine.UIElements.UIElementsUtility.DoDispatch(BaseVisualElementPanel panel)
bool UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, ref bool eventHandled)
bool UnityEngine.UIElements.UIEventRegistration.ProcessEvent(int instanceID, IntPtr nativeEventPtr)
static UnityEngine.UIElements.UIEventRegistration()+(int i, IntPtr ptr) => { } [2]
void UnityEngine.GUIUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, out bool result)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant