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Lod Error

Discussion in 'Entity Component System' started by mkandersson, Apr 14, 2019.

  1. mkandersson

    mkandersson

    Joined:
    Oct 5, 2012
    Posts:
    21
    Hi, I'm using the LOD method described here:
    https://forum.unity.com/threads/setting-up-lods.587389/#post-3925165

    Spams me these errors
    Disabling burst does not help

    Unity.Entities.EntityDataManager.AssertEntityHasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType) (at Library/PackageCache/com.unity.entities@0.0.12-preview.30/Unity.Entities/EntityDataManager.cs:370)
    Unity.Entities.EntityDataManager.AssertEntityHasComponent (Unity.Entities.Entity entity, System.Int32 componentType) (at Library/PackageCache/com.unity.entities@0.0.12-preview.30/Unity.Entities/EntityDataManager.cs:378)
    Unity.Entities.ComponentDataFromEntity`1[T].get_Item (Unity.Entities.Entity entity) (at Library/PackageCache/com.unity.entities@0.0.12-preview.30/Unity.Entities/Iterators/ComponentDataFromEntity.cs:57)
    Unity.Rendering.LodRequirementsUpdateSystem+UpdateLodRequirementsJob.Execute (Unity.Entities.ArchetypeChunk chunk, System.Int32 chunkIndex, System.Int32 firstEntityIndex) (at Library/PackageCache/com.unity.rendering.hybrid@0.0.1-preview.10/Unity.Rendering.Hybrid/LodRequirementsUpdateSystem.cs:116)
    Unity.Entities.JobChunkExtensions+JobChunk_Process`1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkData`1[T]& jobData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/com.unity.entities@0.0.12-preview.30/Unity.Entities/IJobChunk.cs:135)
    Unity.Entities.JobChunkExtensions+JobChunk_Process`1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkData`1[T]& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/com.unity.entities@0.0.12-preview.30/Unity.Entities/IJobChunk.cs:122)

    Unity.Collections.NativeArray`1[T].FailOutOfRangeError (System.Int32 index) (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:207)
    Unity.Collections.NativeArray`1[T].CheckElementReadAccess (System.Int32 index) (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:113)
    Unity.Collections.NativeArray`1[T].get_Item (System.Int32 index) (at C:/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:138)
    Unity.Rendering.SelectLodEnabled.ExecuteNext (Unity.Rendering.LocalGroupKey internalBatchIndex, Unity.Rendering.BatchChunkData& chunkData) (at Library/PackageCache/com.unity.rendering.hybrid@0.0.1-preview.10/Unity.Rendering.Hybrid/InstancedRenderMeshBatchGroup.cs:188)
    Unity.Collections.JobNativeMultiHashMapVisitKeyMutableValue+NativeMultiHashMapVisitKeyMutableValueJobStruct`3[TJob,TKey,TValue].Execute (Unity.Collections.JobNativeMultiHashMapVisitKeyMutableValue+NativeMultiHashMapVisitKeyMutableValueJobStruct`3[TJob,TKey,TValue]& fullData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at Library/PackageCache/com.unity.collections@0.0.9-preview.17/Unity.Collections/NativeHashMap.cs:1247)
    UnityEngine.Rendering.RenderPipelineManager: DoRenderLoop_Internal(RenderPipelineAsset, Camera[], IntPtr, AtomicSafetyHandle)

    This Exception was thrown from a job compiled with Burst, which has limited exception support. Turn off burst (Jobs -> Enable Burst Compiler) to inspect full exceptions & stacktraces.

    I'm using Unity 2019.1.0f1 and latest packages: HDRP 5.10.0, Burst 1.0.0 Preview 13
    Hybrid Renderer 0.0.1 Preview 10 Entities 0.0.12 Preview 30 etc