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PhysicsProcessor ParentScene may be initialized to null #1021
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@kizilsum Sure, go ahead ! |
Hello, I'd like to try working on this issue and was wondering if anyone had some advice or ideas on where to start. Thanks! |
https://doc.stride3d.net/4.2/en/manual/engine/entity-component-system/index.html I assume this will be an issue within the Entity processor? I havent messed with Bullet too much but each of these physics shapes should be getting initialized in the EntityProcessor if it works like other systems. I assume it should be around here where it gets set up. |
… to null (#2262) * Added new assignment for parentScene in PhysicsProcessor * Update PhysicsProcessor.cs * Update PhysicsProcessor.cs * Update PhysicsProcessor.cs Moved parentScene assignment to RenderColliderShapes. * Update PhysicsProcessor.cs --------- Co-authored-by: dloe <dylanloe@gmail.com>
Fixed through #2262 |
Release Type: GitHub
Version: master
Platform(s): N/A
Describe the bug
I'm not currently sure why or if always but on the below line the
parentScene
is not set, which results in later inability to display debug colliders in game.stride/sources/engine/Stride.Physics/Engine/PhysicsProcessor.cs
Line 215 in 74b2b4a
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Debug collider shapes are displayed.
Additional context
The issue can be easily mitigated by adding
to the beginning of the debug script.
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