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That's a Kinemation bug. Sorry about that! It only affects exposed skeletons, which is why I never noticed. (My internal project that does dynamic spawning and despawning uses optimized skeletons.) To fix it, beginning on line 823 of SkeletonMeshBindingReactiveSystem.cs, you want the code to look like this or something similar: var entity = deadExposedSkeletons2[i];
if (!cullingManager.skeletonToCullingIndexMap.ContainsKey(entity))
continue;
int index = cullingManager.skeletonToCullingIndexMap[entity]; Thanks for reaching out! I'll be sure to fix this in the next patch! |
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Is there a special way you need to destroy an entity using Latios-Framework's Kinemation?
I've tried several of the standard approaches using several of the normal command buffers and the Latios-World command buffer. But i keep getting a NativeParallelHashMap error.
More specifically, when I run it without burst compile on it tells me:
Here's the point in code the error pointins to inside the SkeletonMeshBindingReactiveSystem:
Here's my current code:
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