Q&A
[Package Error Report] Repeated exception occurring during InspectorContent.Clear() - SerializedObject disposed [1]
Hello. I am reporting a recurring exception related to the Unity Inspector while using zammysmith. Project Environment: - Unity: 2022.3.62f3 - Package: com.vulcanus.gameframework.editor 1.0.0 - Occurrence Location: Unity Editor / While using Vulcanus custom inspector (Vulcanus appears in the package name) Symptom: The following error is repeatedly output when selecting a scene object, or during inspector update/cleanup. It appears to occur during the cleanup process of the editor extension's Inspector, rather than being a runtime error from game runtime Lua logic. Error Log: NullReferenceException: SerializedObject of SerializedProperty has been Disposed. UnityEditor.SerializedProperty.get_stringValue() UnityEditor.GameObjectInspector.OnDisable() UnityEngine.Object:DestroyImmediate(Object) GameFramework.Editor.ExtendEditor.VulcanusInspector.InspectorContent:Clear() GameFramework.Editor.ExtendEditor.VulcanusInspector.InspectorContent:OnDisable() GameFramework.Editor.ExtendEditor.VulcanusInspector.VulcanusInspector:OnDisable()Suspected Cause: It seems that during the process of cleaning up internal UnityEditor.GameObjectInspector or related Editor objects using DestroyImmediate in VulcanusInspector.InspectorContent.Clear(), the exception occurs because Unity's SerializedObject/SerializedProperty is already in a disposed state, and GameObjectInspector.OnDisable() attempts to access the property. Temporary Check/Workaround: We temporarily applied a Harmony finalizer patch when loading the Unity Editor in the project to suppress only the specific exception occurring in GameFramework.Editor.ExtendEditor.VulcanusInspector.InspectorContent.Clear(). The filtering conditions were limited as follows: - Exception type: NullReferenceException - stack trace includes UnityEditor.SerializedProperty.get_stringValue - stack trace includes UnityEditor.GameObjectInspector.OnDisable - stack trace includes GameFramework.Editor.ExtendEditor.VulcanusInspector.InspectorContent After applying this workaround, the phenomenon of the same console error repeatedly appearing has been alleviated. Therefore, it is suspected that the issue is not with the game runtime logic, but rather a problem where the cleanup process of the Vulcanus custom inspector's OnDisable/Clear conflicts with the lifecycle of Unity's default GameObjectInspector's SerializedObject. Impact: It does not appear to be a critical runtime error that immediately prevents the game from running, but it is repeatedly output to the console during editor usage, making it difficult to identify actual errors and causing inconvenience in the workflow. Request: Please review the adjustment of the Editor object cleanup order or exception handling to prevent exceptions from occurring when accessing already disposed SerializedObjects in the Vulcanus custom inspector's OnDisable/Clear cleanup logic. Thank you.
MessageSizeException error additional inquiry [1]
I am creating a game based on the PartyRoyale template. I have placed many objects on the main stage floor that disappear when stepped on, and I am experiencing continuous errors as in my previous inquiry.The hierarchy is as followsAs shown in the photo above, I have placed the stepping stones. Test results show that up to about 176 stepping stones operate stably, but the same error seems to occur from around 177-200.Testing again after separating them into groups of 20 instead of separating them into floors yielded the same result.I am leaving this inquiry wondering if there is any other way besides reducing the number of stepping stones.+ When checked by dividing into groups of about 20, it proceeds up to about 426, but the same error occurs beyond that.
MessageSizeException Error Inquiry [1]
The following error occurs when playing the game preview.It is presumed that this error is caused because the scene has many prefabs placed and the scene object synchronization packet exceeds 60800 bytes upon connection.Is there a solution or workaround?
Is it possible to set up Environment Lighting within the Jamis Smith tool? [1]
Currently, only skybox and volume settings are possible within the tool, and light settings are also only possible in a limited way.Is it possible to set up Unity's Environment Lighting and Environment Intensity Multiplier settings?
AddForce Inquiry - How to transfer force? [2]
Current ImplementationImplemented by calling character:AddForce() every frame to launch the attacker character, with deceleration.character:AddForce( Vector3(dir.x * force, -groundingForce, dir.z * force), VFramework.ForceMode.Force) data.force = data.force * (1.0 - decayRate * deltaTime)ProblemThere is an issue where players pushed by AddForce cannot transfer force to other objects.Question1. Is there a way for the character to transfer the force it received?
I have questions regarding the physics laws and poses applied when a character falls! [1]
This is a situation where a penguin falls from top to bottom, as shown in the video above.1) Is it possible to adjust the gravity value when the penguin falls (adjust acceleration due to gravity)?2) Can the penguin's falling pose be changed to a 180-degree inverted pose (hanging upside down)?3) Can the position of the camera held by individual players be adjusted (applied to all players collectively)?I am inquiring because I am curious about these three questions!Thank you.
AddForce was not working, so I replaced it with KnockBack, but there is a problem where the speed resets after landing. [2]
I tried to implement physics where force is applied to the player character, causing it to slide naturally and then decelerate due to friction, etc.At first I used character:AddForce(force, VFramework.ForceMode.Impulse), but there was no reaction from the character so I replaced it with character:KnockBack(force, VFramework.ForceMode.Impulse, maxSpeed).With KnockBack, the force is applied, but there is a problem where the character's speed resets the moment it lands on the ground, causing it to stop immediately. The desired behavior is for it to decelerate naturally due to friction even after landing.Is there any way to resolve this issue?
Is it possible to dynamically change the Tag of an object during runtime? [1]
I tried to implement a feature where players can pass through objects they normally couldn't, by dynamically assigning the PassThroughPlayer tag to a specific object during gameplay. Is there a specific function in Unity that allows freely changing tags during runtime, like gameObject.tag = "PassThroughPlayer"?
Unable to play the game in the tool [2]
We have encountered an error while running the game in the tool (Play in Editor) The tool is trying to locate a Lua file in the engine, so we checked the file location and the Lua file is in the folder, but somehow the tool is still trying to locate the file from the engine. This error also occurs while running other projects
Multiplayer testing [3]
After publishing, the game appears in the Game List with Draft status. It can then be found in the client under My Games → Testing, but only owner can see it. As I understand from documentation, for other members to be able to see the game, we need to create a Creator Group and invite them. However, the documentation states: “The group member invitation feature will be available in a future update.” Could you please clarify if there is currently a way to test a game with several members?
