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Error RemoveComponent(ffffffffffff3a9a000000000000000d

Discussion in 'Entity Component System' started by RoughSpaghetti3211, Sep 20, 2019.

  1. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,709
    Wondering if someone could help me out. I this from LiveLink when I change an attribute on my gameObject. Any idaeas ?
    Code (CSharp):
    1.  
    2. RemoveComponent(ffffffffffff3a9a000000000000000d, TriangleComponent) but the component already exists.
    3. UnityEngine.Debug:LogWarning(Object)
    4. Unity.Debug:LogWarning(String) (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/Stubs/Unity/Debug.cs:15)
    5. Unity.Entities.EntityManagerPatcherUtility:ApplyRemoveComponents(EntityManager, NativeArray`1, NativeArray`1, NativeMultiHashMap`2, NativeArray`1) (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/Diff/EntityManagerPatcher.cs:615)
    6. Unity.Entities.EntityManagerPatcherUtility:ApplyChangeSet(EntityManager, EntityQuery, EntityQuery, EntityQuery, EntityChangeSet) (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/Diff/EntityManagerPatcher.cs:294)
    7. Unity.Entities.EntityManagerPatcher:ApplyChangeSet(EntityChangeSet) (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/Diff/EntityManagerPatcher.cs:46)
    8. Unity.Scenes.LiveLinkScene:ApplyLiveLink(SubScene, World, Int32, LiveLinkMode) (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Scenes.Hybrid/LiveLinkScene.cs:189)
    9. Unity.Scenes.Editor.SubSceneLiveLinkSystem:OnUpdate() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Scenes.Editor/SubSceneLiveLinkSystem.cs:159)
    10. Unity.Entities.ComponentSystem:InternalUpdate() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ComponentSystem.cs:800)
    11. Unity.Entities.ComponentSystemBase:Update() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ComponentSystem.cs:284)
    12. Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ComponentSystemGroup.cs:602)
    13. Unity.Entities.ComponentSystem:InternalUpdate() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ComponentSystem.cs:800)
    14. Unity.Entities.ComponentSystemBase:Update() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ComponentSystem.cs:284)
    15. Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/com.unity.entities@0.1.1-preview/Unity.Entities/ScriptBehaviourUpdateOrder.cs:144)
     
  2. tertle

    tertle

    Joined:
    Jan 25, 2011
    Posts:
    3,761
    You really haven't given us anything to go on

    What does changing an attribute on your gameobject mean
     
  3. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,709
    Sorry by change attribute I mean setting something on the subScene gameObj that triggers a GameObjectConvertionSys.
    My log is saturated with RemoveComponent(ffffffffffff3a9a000000000000000d so i turned off one sys at a time. This error was probably masking the real issue. My commandBuffer plays back after the sub scene sys has already deleted entities. Not sure how to get around this issue. Shouldnt the sub scence sys clear the entity cmd buffer?


    https://forum.unity.com/threads/mis...dsample-count-must-match.747968/#post-4982804