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OnlineFPS Demo: Error Triggered upon Character Death #5

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MetaAlms opened this issue Mar 6, 2024 · 1 comment
Open

OnlineFPS Demo: Error Triggered upon Character Death #5

MetaAlms opened this issue Mar 6, 2024 · 1 comment

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@MetaAlms
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MetaAlms commented Mar 6, 2024

MacOS: 14.2.1
Unity: 2022.3.20f1
Character Controller: 1.1.0-exp.10
Entities: 1.1.0-pre.3
Entities Graphics: 1.1.0-pre.3
Netcode for Entities: 1.1.0-pre.3

OnlineFPS Demo: If the character dies, trigger an error. Hope to fix it in the upcoming update. Thank you very much!
Error message:

截屏2024-03-06 10 41 22
截屏2024-03-06 10 41 47
截屏2024-03-06 10 42 09
截屏2024-03-06 10 42 23

ArgumentOutOfRangeException: sub array range 0-2 is outside the range of the native array 0-1
Parameter name: length
Unity.Collections.NativeArray1[T].CheckGetSubArrayArguments (System.Int32 start, System.Int32 length) (at /Users/bokken/build/output/unity/unity/Runtime/Export/NativeArray/NativeArray.cs:752) Unity.Collections.NativeArray1[T].GetSubArray (System.Int32 start, System.Int32 length) (at /Users/bokken/build/output/unity/unity/Runtime/Export/NativeArray/NativeArray.cs:763)
Unity.Rendering.EntitiesGraphicsSystem.UpdateAllBatches (Unity.Jobs.JobHandle inputDependencies) (at ./Library/PackageCache/[email protected]/Unity.Entities.Graphics/EntitiesGraphicsSystem.cs:1951)
Unity.Rendering.EntitiesGraphicsSystem.UpdateEntitiesGraphicsBatches (Unity.Jobs.JobHandle inputDependencies) (at ./Library/PackageCache/[email protected]/Unity.Entities.Graphics/EntitiesGraphicsSystem.cs:1227)
Unity.Rendering.EntitiesGraphicsSystem.OnUpdate () (at ./Library/PackageCache/[email protected]/Unity.Entities.Graphics/EntitiesGraphicsSystem.cs:1327)
Unity.Entities.SystemBase.Update () (at ./Library/PackageCache/[email protected]/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup.UpdateAllSystems () (at ./Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:723)
UnityEngine.Debug:LogException(Exception)
Unity.Debug:LogException(Exception) (at ./Library/PackageCache/[email protected]/Unity.Entities/Stubs/Unity/Debug.cs:17)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at ./Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:728)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at ./Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:681)
Unity.Entities.SystemBase:Update() (at ./Library/PackageCache/[email protected]/Unity.Entities/SystemBase.cs:418)
Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at ./Library/PackageCache/[email protected]/Unity.Entities/ScriptBehaviourUpdateOrder.cs:523)

@MetaAlms
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MetaAlms commented Mar 6, 2024

May I create a new entity with a 'RespawnMessageRequest' component to handle the local world UI and destroy the 'receiveRpcCommandRequest' entity at the end of the HandleRespawnScreen function? I found that it works for that problem.

ecb.AddComponent(entity, new MoveToLocalWorld());

such as:
// Send request to get processed by UI system
//ecb.AddComponent(entity, new MoveToLocalWorld());

        // Show respawn screen
        Entity respawnScreenRequestEntity = ecb.CreateEntity();
        ecb.AddComponent(respawnScreenRequestEntity, new RespawnMessageRequest { Start = respawnScreenRequest.Start, CountdownTime = respawnScreenRequest.CountdownTime });
        ecb.AddComponent(respawnScreenRequestEntity, new MoveToLocalWorld());
        
        ecb.DestroyEntity(entity);

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