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Votes
1
Found in
2018.1.0b7
Issue ID
1005448
Regression
No
Transform position gets corrupted after destroying and instantiating objects multiple times when TransformAccessArray is used
To reproduce:
1. Open repro project(link in edit)
2. Open and play 'FontXR_Calibrator' scene
3. Move mouse cursor through the pink gameObject while holding LMB
4. Press B key a couple of times('Object Instantiator' child objects will be destroyed and re-initialized )
5. Move mouse cursor through the pink gameObject while holding LMB
Expected: result in 3rd and 5th steps should look identical.
Actual: in 5th step, we can see that transform positions are incorrect
Reproduced: 2018.1.0b1, 2018.1.0b12, 2018.2.0a5
Could not reproduce on earlier versions, because of editor crashes
Note: The first time an object is dynamically instantiated and its transforms are moved via TransformAccessArray correctly
Workaround:
comment line 594 in DynamicBoneThreaded.cs and uncommenting m_ParticleJobHandle.Complete() and ApplyParticlesToTransforms() methods
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achehields
Jun 19, 2019 12:03
That is not for the wrong of the point having to with the difference to complete from the destroying on the units. Transforming from the goodness about on the https://www.resumesservicesreview.com/resumewritinglab-com-review/ website we are using to following in the demands.