Warning after destroying gameobject with FSM attached

NodeCanvas Forums Support Warning after destroying gameobject with FSM attached

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #16214
    ccfoo242
    Participant

    I’m seeing this warning sometimes when destroying a gameobject that has an FSM owner attached:

    (Execution Warning): UpdateGraph called in a non-running, non-paused graph. StartGraph() or StartBehaviour() should be called first.

    UnityEngine.Logger:Log (UnityEngine.LogType,string,object,UnityEngine.Object)

    ParadoxNotion.Services.Logger:ForwardToUnity (UnityEngine.LogType,object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:116)

    ParadoxNotion.Services.Logger:Internal_Log (UnityEngine.LogType,object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:108)

    ParadoxNotion.Services.Logger:LogWarning (object,string,object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:55)

    NodeCanvas.Framework.Graph:UpdateGraph (single) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:686)

    NodeCanvas.Framework.Graph:UpdateGraph () (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:677)

    ParadoxNotion.Services.MonoManager:Update () (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/MonoManager.cs:98)

    Is there something I should be doing before calling Destroy?

    #16215
    Gavalakis
    Keymaster

    Hello,

    Hmm. Are you destroying the FSMOwner gameobject from within the graph itself or externally from code?

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

    #16218
    ccfoo242
    Participant

    From code. I have an action that handles when certain gameobjects are deleted (runs an animation and when that is complete it destroys the gameobject). So I should do the destroy from the graph?

    #16230
    Gavalakis
    Keymaster

    Hello,

    There should not be a problem destroying the gameobject from code at all (quite the contrary). Is there any reproduction steps that you can provide please? I’ve tried replicating but I wasn’t able to do so.

    Thank you!

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    #16231
    ccfoo242
    Participant

    Hello, There should not be a problem destroying the gameobject from code at all (quite the contrary). Is there any reproduction steps that you can provide please? I’ve tried replicating but I wasn’t able to do so. Thank you!

    I’ll see what I can come up with. It involves a grid of 81 (9×9) gameobjects, each running a copy of the fsm and maybe 6 might get deleted at a time (match 3 game). I’ll try to narrow it down.

    #16358
    talthilas
    Participant

    Deleted

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