On Play Exit, All Node Positions Randomized

Forums 💬 NodeCanvas ⚙️ Support On Play Exit, All Node Positions Randomized

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  • #15568
    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.

      #15580
      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!

        #15579
        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!

          #15578
          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.

            #15577
            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.

              #15576
              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.

                #15575
                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.

                  #15574
                  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?

                    #15573
                    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!

                      #15572
                      nialltl
                      Participant

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

                        #15571
                        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.

                          #15570
                          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

                            #15569
                            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.

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