CosmicArbiter
New member
After Updating, spawning an Agent with even just an Idle in the tree results in an error:
C#:
ObjectDisposedException: Cannot access a disposed object.
Object name: 'The NativeArray has been disposed, it is not allowed to access it'.
Unity.Entities.WorldUnmanaged.GetImpl () (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/WorldUnmanaged.cs:1056)
Unity.Entities.WorldUnmanaged.get_EntityManager () (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/WorldUnmanaged.cs:935)
Unity.Entities.World.get_EntityManager () (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/World.cs:174)
Opsive.BehaviorDesigner.Editor.Controls.NodeViews.TaskNodeViewControl.OnSelectionChange (UnityEngine.Object selection) (at ./Packages/com.opsive.behaviordesigner/Editor/NodeViews/TaskNodeViewControl.cs:263)
Opsive.BehaviorDesigner.Editor.Controls.NodeViews.TaskNodeViewControl.AddNodeView (Opsive.GraphDesigner.Editor.GraphWindow graphWindow, UnityEngine.UIElements.VisualElement parent, System.Object node) (at ./Packages/com.opsive.behaviordesigner/Editor/NodeViews/TaskNodeViewControl.cs:120)
Opsive.GraphDesigner.Editor.Elements.EditorNode.UpdateNodeView () (at <8d87e4351763443eabb8b752c01b2b96>:0)
Opsive.GraphDesigner.Editor.Elements.LogicNode..ctor (Opsive.GraphDesigner.Editor.GraphWindow graphWindow, Opsive.GraphDesigner.Runtime.ILogicNode node, Opsive.GraphDesigner.Runtime.NodeProperties nodeProperties, System.Boolean newPosition) (at <8d87e4351763443eabb8b752c01b2b96>:0)
Opsive.GraphDesigner.Editor.Views.GraphView.CreateEditorLogicNode (Opsive.GraphDesigner.Runtime.ILogicNode node, Opsive.GraphDesigner.Runtime.LogicNodeProperties nodeProperties, System.Boolean addNodeProperties, System.Boolean newPosition) (at <8d87e4351763443eabb8b752c01b2b96>:0)
Opsive.GraphDesigner.Editor.Views.GraphView.LoadGraph () (at <8d87e4351763443eabb8b752c01b2b96>:0)
Opsive.GraphDesigner.Editor.GraphWindow.LoadGraph (Opsive.GraphDesigner.Runtime.IGraph graph, System.Boolean force, System.Boolean updateActive) (at <8d87e4351763443eabb8b752c01b2b96>:0)
Opsive.BehaviorDesigner.Editor.Inspectors.BehaviorTreeInspector.ShowHeaderElements (UnityEngine.UIElements.VisualElement container) (at <0ea79ec9ff634f66b5004d072f72140e>:0)
Opsive.Shared.Editor.UIElements.UIElementsInspector.DrawElements (UnityEngine.UIElements.VisualElement container, System.Boolean nested) (at <15e63cfd5cff4b53a19097e39928e2a7>:0)
Opsive.Shared.Editor.UIElements.UIElementsInspector.CreateInspectorGUI () (at <15e63cfd5cff4b53a19097e39928e2a7>:0)
UnityEditor.UIElements.InspectorElement.CreateInspectorElementUsingUIToolkit (UnityEditor.Editor targetEditor) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.UIElements.InspectorElement.CreateInspectorElementFromSerializedObject (UnityEditor.SerializedObject bindObject) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.UIElements.InspectorElement.HandleEventBubbleUp (UnityEngine.UIElements.EventBase evt) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAtTargetAndDefaultPhase (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <afa60f2da52c45bd9a002fa6beffa36b>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.SendBindingEvent[TEventType] (TEventType evt, UnityEngine.UIElements.VisualElement target) (at <0bf6a92aeba0453e84370d92494918d5>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.BindTree (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedProperty parentProperty) (at <0bf6a92aeba0453e84370d92494918d5>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.ContinueBinding (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedProperty parentProperty) (at <0bf6a92aeba0453e84370d92494918d5>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.Bind (UnityEngine.UIElements.VisualElement element) (at <0bf6a92aeba0453e84370d92494918d5>:0)
UnityEditor.UIElements.Bindings.DefaultSerializedObjectBindingImplementation.Bind (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedObject obj) (at <0bf6a92aeba0453e84370d92494918d5>:0)
UnityEditor.UIElements.BindingExtensions.Bind (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedObject obj) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.UIElements.InspectorElement.SetEditor (UnityEditor.Editor value) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.UIElements.EditorElement.Reinit (System.Int32 editorIndex, UnityEditor.Editor[] editors) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.PropertyEditor.ProcessEditorElementsToRebuild (UnityEditor.Editor[] editors) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.PropertyEditor.DrawEditors (UnityEditor.Editor[] editors) (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.PropertyEditor.RebuildContentsContainers () (at <f027a8df36c54c51b6e201bed8ecb82d>:0)
UnityEditor.InspectorWindow.RedrawFromNative () (at <f027a8df36c54c51b6e201bed8ecb82d>:0)