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Joints array becomes empty Locked

A topic by vinnicci created Jun 12, 2021 Views: 379 Replies: 11
This topic was locked by TwistedTwigleg Mar 22, 2023

Closed due to inactivity.

Viewing posts 1 to 8

Hello, thank you for the great plug in.

Currently, I have a problem with playing the scenes. So, I have a character with the IK modifiers, I play the scene and it works fine. And then I do some things in VS Code(which results to "possible cyclic resource inclusion" in Godot). I play the scene again and this happens.



I can fix it by pressing those redo arrows because it's an instanced scene.





But it becomes empty again when I make some changes in VSCode and play the scene again.
Most of the time this cyclic resource inclusion isn't really serious, so I'm not sure if it's really the cause of the issue.
Developer

Hi vinnicci 

Thank you for bringing this to my attention! I will add this to the TODO list, look into the issue once I can, and will see if I can figure out what is going on.

If you happen to know, does this happen with all IK modifiers or just specific ones?

Developer

Quick followup question: which version of Godot are you using? I did some really quick tests in Godot 3.3.2 stable and could not reproduce the issue, but they were quick tests, so I was not necessarily expecting to instantly be able to reproduce the issue. I have a more complex project for testing that I will check with soon, but I realized I forgot to ask which version of Godot you are using.

Yes, including IK modifiers with joints array.

I'm using Godot 3.3.2 stable mono

(+1)

I looked again, It has nothing to do with external editor. It's more about building the project. Hitting the Build Solution seems ok, the joints array were fine.


But when I hit Rebuild Solution this happens.


The build tool I'm using is dotnet CLI.

Developer(+1)

Awesome, thanks so much for the information! I was able to reproduce the issue on my end and I think I have a solution. The issue seems to be with the joint count property, or rather the lack thereof. Currently the code shows the joint count by using code like "array.length()" and setting the array length, but not actually setting a dedicated variable. Changing this to a dedicated variable that is used only for the joint length seems to fix the issue, even when rebuilding the project.

I will push a new version next weekend (June 19th or June 20th) with the fixes, as well as some new additions :D

That's great! I look forward to it.

Hello again, using the recent release version I found an issue concerning empty array.

The cause of out of range exception is within the _GetPropertyList method.

Also happens with other modifiers that has joints array.

Developer

Thanks for letting me know, I will look into it!

Developer

I looked into the issue, and I think it has something either to do with Godot C# loosing data when building OR because the data is not marshalable (serializable) it gets lost on rebuilds. There was a few issues about it on GitHub, but nothing definitive. I will do more looking into it soon to see if I can find a viable solution, but short term you may want to close and then reopen the scene file after building, as it looks like it may be a Godot bug.

I see. I kinda suspected it's a Godot issue but not really sure because I'm not familiar with _GetPropertyList and other methods.

Developer

Closing this as it's been almost a year since the last reply. Please feel free to make another post if this is still an issue. Thanks!

Developer locked this topic