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OS/device including version:
GLES3
macOS 10.15.6 (produces log)
Windows 10 (no logs, but still crashes)
Issue description:
Godot crashes after saving the results of get_collider() into an exported array.
But only if:
a breakpoint is set anywhere after saving into the array
there are multiple raycasts
the raycasts are in a physics body, and the body is in a sub-scene
(minimal project included)
# Root.gdextendsSpatialonreadyvar_neighbors= [
$Neighbors1,
$Neighbors2,
]
func_ready():
varupdated= []
fornin_neighbors:
n.update_neighbors()
updated.append(n)
print("put a breakpoint on this line, it will crash")
# Neighbors.gdextendsStaticBodyexportvarneighbors= []
onreadyvar_ray_e=$RayCast_Eonreadyvar_ray_w=$RayCast_W# checks all the raycasts for colliders along their pathfuncupdate_neighbors():
_ray_e.force_raycast_update()
_ray_w.force_raycast_update()
vare=_ray_e.get_collider()
varw=_ray_w.get_collider()
# return [ e, w ] # UNCOMMENT TO FIX CRAShneighbors= [ e, w ] # Crashes here the second timereturnneighbors
Godot crashes with the following crash dump (macOS crash dump window)
Godot version:
OS/device including version:
GLES3
macOS 10.15.6 (produces log)
Windows 10 (no logs, but still crashes)
Issue description:
Godot crashes after saving the results of get_collider() into an exported array.
But only if:
(minimal project included)
Godot crashes with the following crash dump (macOS crash dump window)
Steps to reproduce:
print()
line inRoot.gd
Crashes on macOS and Windows
Minimal reproduction project:
Crasher.zip
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