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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

Themes

-

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

Comments (1)

  1. 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.

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