Unity crash
When using Unity 217.1.0f3 and NoesisGUI 2.1.0b4, Unity crashes when entering play mode.
To reproduce:
-Add a quad primitive to the scene.
-Add a NoesisView component to the quad.
-Add an xaml asset to the NoesisView component.
-Press play. Unity will crash without warning.
It works correctly if a material is added which contains a render texture. It should throw an error which indicates a material with a render texture has to be added instead of crashing.
To reproduce:
-Add a quad primitive to the scene.
-Add a NoesisView component to the quad.
-Add an xaml asset to the NoesisView component.
-Press play. Unity will crash without warning.
It works correctly if a material is added which contains a render texture. It should throw an error which indicates a material with a render texture has to be added instead of crashing.
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sfernandez
Site Admin
- Posts: 2984
- Joined:
Re: Unity crash
Hi, I was able to reproduce, anyway could you please create a ticket in our bugtracker?
This way we can better keep track when bugs are solved.
This way we can better keep track when bugs are solved.
Re: Unity crash
This is supposed to be fixed in beta .10 but if the render texture is added to the emissive slot only, the xaml is rendered full screen instead of in world space.
I filed a new bug report, because this issue had been warned for already in the previous bug report.
Bug nr.
0001202
I filed a new bug report, because this issue had been warned for already in the previous bug report.
Bug nr.
0001202
-
sfernandez
Site Admin
- Posts: 2984
- Joined:
Re: Unity crash
Thanks for the report.
Related to this we are thinking of a new approach for the future. We would probably expose a Camera property in NoesisView that users will set. This way users will decide wether they want to render to texture or main screen depending on how they configure their camera, instead of us trying to guess looking at gameobject properties.
Related to this we are thinking of a new approach for the future. We would probably expose a Camera property in NoesisView that users will set. This way users will decide wether they want to render to texture or main screen depending on how they configure their camera, instead of us trying to guess looking at gameobject properties.
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