Search Issue Tracker
Third Party Issue
Votes
0
Found in [Package]
1.2.0 - Entities
1.3.X - Entities
7000.0.0a1
Issue ID
ECSB-1034
Regression
No
"IndexOutOfRangeException" error is thrown when increasing NativeArray length in a Baker class
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/OutdoorsScene/SubScene” Scene
3. Open the “Assets/Script/Assembly/TestAuthoring“ script with a code editor
4. In the code editor, change the NativeArray, which is in line 14, argument from “1 * 1024 * 1024” to “10 * 1024 * 1024”
5. In the Hierarchy window, select the “SubScene” Sub Scene
6. In the Inspector window, press the “Reimport” button
7. Observe the Console
Expected result: No errors are logged in the Console
Actual result: “IndexOutOfRangeException” error is logged in the Console
Reproducible with: 1.2.0 (6000.0.0b14)
Couldn't test with: 1.1.0-pre.3, 1.0.16 (because of other package dependency on Entities package)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
This issue is a user error and was resolved when fixing the user code:
In MeshSimplifier.cs/ln.74 the user ResizeUninitialized an array, but neglects to initialize all the indices before use. Fix is to move this line up top and use subMeshTriangleCount as the size of the array, as is done in the other Simplify function in the same file:
var subMeshTriangleCount = tris.Length / TriangleVertexCount;