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Feedback Cut Off Error Messages

Discussion in 'Entity Component System' started by florianhanke, Jul 31, 2020.

  1. florianhanke

    florianhanke

    Joined:
    Jun 8, 2018
    Posts:
    426
    I'm currently working through my code after updating to the latest entities code. And I noticed that the error messages are chopped off in the editor log, in the three examples below when – I assume – helpful information is provided. Scroll the first line to the end: "To guarantee safety, you mu" (st do what?)
    Can the entities team provide the full error messages, or is that something I can improve? Error messages are set to full logging.
    Thanks for any help in advance!

    Code (csharp):
    1. InvalidOperationException: The previously scheduled job SelectAimSystem:<>c__DisplayClass_SelectAimSystem reads from the Unity.Collections.NativeArray`1[Unity.Physics.RigidBody] <>c__DisplayClass_SelectAimSystem.JobData.collisionWorld.m_Bodies. You are trying to schedule a new job ProjectileCollisionJobSystem:<>c__DisplayClass_ProjectileCollision_CastRay, which writes to the same Unity.Collections.NativeArray`1[Unity.Physics.RigidBody] (via <>c__DisplayClass_ProjectileCollision_CastRay.JobData.world.CollisionWorld.m_Bodies). To guar
    2. Unity.Entities.JobChunkExtensions.ScheduleInternal[T] (T& jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn, Unity.Jobs.LowLevel.Unsafe.ScheduleMode mode, System.Boolean isParallel) (at Library/PackageCache/com.unity.entities@0.13.0-preview.24/Unity.Entities/IJobChunk.cs:229)
    3. Unity.Entities.JobChunkExtensions.ScheduleParallel[T] (T jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn) (at
    Code (csharp):
    1. InvalidOperationException: The previously scheduled job ProjectileCollisionJobSystem:<>c__DisplayClass_ProjectileCollision_ProcessHits writes to the Unity.Collections.NativeArray`1[System.Int32] <>c__DisplayClass_ProjectileCollision_ProcessHits.collisionWorld.Broadphase.m_DynamicTree.BranchCount. You are trying to schedule a new job Broadphase:AllocateDynamicVsStaticNodePairs, which reads from the same Unity.Collections.NativeArray`1[System.Int32] (via AllocateDynamicVsStaticNodePairs.dynamicBranchCount). To guarantee safety, you mu
    2. Unity.Jobs.LowLevel.Unsafe.JobsUtility.Schedule (Unity.Jobs.LowLevel.Unsafe.JobsUtility+JobScheduleParameters& parameters) (at <a70a61ee03014d7fae0fe16d3497e1e3>:0)
    3. Unity.Jobs.IJobExtensions.Schedule[T] (T jobData, Unity.Jobs.JobHandle dependsOn) (at /Users/builduser/buildslave/unity/build/Runtime/Jobs/Managed/IJob.cs:37)
    4. Unity.Physics.Broadphase.ScheduleFindOverlapsJobs (Unity.Collections.NativeStream& dynamicVsDynamicPairsStream, Unity.Collections.NativeStream& staticVsDynamicPairsStream, Unity.Jobs.JobHandle inputDeps, System.Int32 threadCountHint) (at
    Code (csharp):
    1. InvalidOperationException: The previously scheduled job ProjectileCollisionJobSystem:<>c__DisplayClass_ProjectileCollision_ProcessHits writes to the Unity.Collections.NativeArray`1[Unity.Physics.RigidBody] <>c__DisplayClass_ProjectileCollision_ProcessHits.collisionWorld.m_Bodies. You are trying to schedule a new job SelectAimSystem:<>c__DisplayClass_SelectAimSystem, which reads from the same Unity.Collections.NativeArray`1[Unity.Physics.RigidBody] (via <>c__DisplayClass_SelectAimSystem.JobData.collisionWorld.m_Bodies). To guarantee
    2. Unity.Entities.JobChunkExtensions.ScheduleInternal[T] (T& jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn, Unity.Jobs.LowLevel.Unsafe.ScheduleMode mode, System.Boolean isParallel) (at Library/PackageCache/com.unity.entities@0.13.0-preview.24/Unity.Entities/IJobChunk.cs:229)
    3. Unity.Entities.JobChunkExtensions.ScheduleParallel[T] (T jobData, Unity.Entities.EntityQuery query, Unity.Jobs.JobHandle dependsOn) (at
     
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