On Play Exit, All Node Positions Randomized

NodeCanvas Forums Support On Play Exit, All Node Positions Randomized

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  • #16392
    notmateo
    Participant

    I’ve run into a bug where when I exit play mode, sometimes the positions of ALL the nodes in the entire FSM/Behaviour Tree are completely thrown out of whack. There seems to be an accompanying error in the console.

    Here’s a pastebin of the console error: https://pastebin.com/9abVrB19

    As well as screenshots of the error and what my graph looks like after it messes up.

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    #16404
    Gavalakis
    Keymaster

    Hello and sorry for the late reply!

    Hmm. This is honestly the first time I’ve been reported something like this and the first time I see that kind of error. What Unity version are you using please? Does this happen every time, or some times? Does this happen on a new fresh project?

    Please let me know.

    Thank you!

    Join us on Discord: https://discord.gg/97q2Rjh

    #16407
    notmateo
    Participant

    Hi! And no problem I understand.

    So this is on 2021.3.8f1. It only happens sometimes, and I can’t find a reproducible reason for it unfortunately. I can give it a try in a blank project of the same version, but without knowing what’s causing it, I don’t know if I’ll be able to trigger it in a fresh project. That said I’ll try it anyways!

    #16408
    notmateo
    Participant

    Update: In a new project, I was able to get the same error, however I was never able to get them to randomize positions. So I’m not sure if the error is related or not still. I used the same version of Unity, and I was able to get the error by simply opening the Canvas while the game was running.

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    #16446
    Gavalakis
    Keymaster

    Hello again and sorry for the late reply. Please see the forum thread and my findings related to this issue here -> https://nodecanvas.paradoxnotion.com/forums/topic/error-resolve-on-invalid-gc-handle-spam/#post-16445

    Thank you.

    Join us on Discord: https://discord.gg/97q2Rjh

    #16521
    nialltl
    Participant

    Hi, adding to this thread rather than the one linked above as it concerns exactly the same node-randomisation issue. Means I have to ctrl-z on my BehaviourTree every time Unity does a domain reload (exiting playmode or recompiling scripts). On my end it seems to happen when the Canvas window is open, and I’m more than 1 level ‘deep’ into a tree, i.e. using SubTrees.

    The specific error is “ArgumentException: Getting control 2’s position in a group with only 2 controls when doing repaint”, where the number 2 seems to correspond to however many nodes got randomly moved. Included the full stack trace in the attached image.

    I’m aware it’s been flagged as a Unity bug, but wanted to add that this only began happening after upgrading NodeCanvas from a previous version – while keeping my Unity version the same, in which this issue didn’t always happen. My previous NC version was quite old, from a couple of years ago. It seems like what’s different now is that after script recompilation, the translation amount on the graph ‘resets’ to (0,0), with only some of the nodes coming along with it (there’s often a split second where I can see the canvas being moved, and the node connections extending massively as a result). This occurs immediately after the “Compiling please wait…” message is shown in the Canvas window.

    I’m working on a large commercial project at the moment that has a lot of deeply nested graphs, and having to make this change after every domain reload is making it increasingly hard to work on. I’d really appreciate it if this could be looked into again.

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    #16525
    Gavalakis
    Keymaster

    Hello,

    Thank you for your input. Can you please let me know what Unity version are you running and if possible, what NodeCanvas version you had before?

    Thank you.

    Join us on Discord: https://discord.gg/97q2Rjh

    #16534
    nialltl
    Participant

    Hey, thanks for your reply. I’m on Unity 2020.3.27f1 – afraid I can’t find the previous NC version I was on from looking through the old project files, do you know if there’s a file I can look for in my old repo that’d contain a reference to the version number?

    #16561
    Gavalakis
    Keymaster

    Hello and sorry for the late reply.
    The version number is written in the graph editor window on the top right of the window (considering you still have the old project with old NodeCanvas version there of course 🙂 ). Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

    #16571
    nialltl
    Participant

    Hey, no problem. Okay, the previous version we were on was v2.94. We are now on 3.25.

    #16597
    Gavalakis
    Keymaster

    Hello and sorry for the late reply.

     

    Regarding the “Resolve of invalid GC handle” error, I have recently made a post in Unity forums (LINK) with reproduction (since I didn’t get a reply after submitting them a ticket), which shows that just using a GUILayout.Window in an EditorWindow is causing the error to pop up. I hope Unity sees this and fixes it.

    Thank you.

    Join us on Discord: https://discord.gg/97q2Rjh

    #16649
    notmateo
    Participant

    Hey just a quick update on this. It happened to me again today (I was able to undo the issue with CTRL+Z) but when it happened, my console FILLED up with some weird exception I’ve never seen.

    https://pastebin.com/PYh4Cy6x

    #16874
    Gavalakis
    Keymaster

    Hello again,

    Following on your discord message that it happened again, I am looking at this again and trying to replicate it. I will update you as soon as I find the cause and fix it of course!

    Thank you.

    Join us on Discord: https://discord.gg/97q2Rjh

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