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Feedback Physics Debug Display as singleton

Discussion in 'Physics for ECS' started by torsina, Jun 19, 2020.

  1. torsina


    Jan 24, 2020

    I've been trying basic stuff on dots for a few months now and wanted to use the Physics Debug Display component to my scene.

    I added it to a prefab I was spawning multiple times in my scene, because I thought each Physics Shape had to have their own debug component

    InvalidOperationException: The NativeArray has been deallocated, it is not allowed to access it (Unity.Physics.Authoring.DisplayBodyColliders+DrawComponent.OnDrawGizmos () (at Library/PackageCache/com.unity.physics@0.3.2-preview/Unity.Physics.Hybrid/Utilities/DebugDisplay/DisplayCollidersSystem.cs:544)

    It seems like unity already tries to not create the Component multiple times if they're present at start time. But in my case I had a GO having it at start time; and multiple GO having it being created at runtime to be converted to entity, so it somehow went around those restrictions.

    It would be really helpful to put a warning/error in the condition that checks if the
    PhysicsDebugDisplayData is a singleton in DisplayBodyColliders#OnUpdate say that this *should* be a singleton if the amount of entities in the query is greater than 1. I spent a long time on this and I hope this to noone else.

    Thank you!
    Nothke and steveeHavok like this.