![]() InControl version 1.7.1, Unity version 2019.3.15f1ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFD383E22B3)Ġx00007FFD383E22B3 (InControlNative) (function-name not available)Ġx00007FFD45B77034 (KERNE元2) BaseThreadInitThunkĠx00007FFD467E2651 (ntdll) RtlUserThreadStartĬlick to expand.There have been several fixes and tweaks added to the native plugin, although they're not always mentioned in patch notes, or it may not be clear it's a fix for a crash. Working on a build with native support disabled so I can get users up and running. Manually deleting the native dll fixed the first user - waiting to hear back from the second, but I suspect it'll fix it. In case it helps, both users had been able to run the game initially, but after their first time playing, they started getting crashes immediately on startup and can no longer start the game. The crash logs look pretty much identical in both cases. One user had a USB pedal attached to the system, while another reports having no peripherals other than keyboard and mouse. Our game released on less than 2 weeks ago, and we've gotten two reports of crashing on startup (both Windows). :Update() (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages//Runtime/EventSystem/EventSystem.Unfortunately, I'm adding my name to the list of folks running into crashes with the Native dll. InControl.InControlInputModule rocess() (at Assets/InControl/Source/GUI/InControlInputModule.cs:185) InControl.InControlInputModule rocessMouseEvent() (at Assets/InControl/Source/GUI/InControlInputModule.cs:667) InControl.InControlInputModule rocessMouseEvent(Int32) (at Assets/InControl/Source/GUI/InControlInputModule.cs:678) InControl.InControlInputModule rocessMove(PointerEventData) (at Assets/InControl/Source/GUI/InControlInputModule.cs:285) Item.ItemViewSlot:OnPointerEnter(PointerEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlot.cs:166) ![]() CompoundElements.ActionButton:OnPointerEnter(PointerEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:160) (UnityEngine.GameObject target, eventData, +EventFunction`1 functor) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages//Runtime/EventSystem/ExecuteEvents.cs:261) ( handler, eventData) (at C:/Program Files/Unity/Hub/Editor/2019.4.21f1/Editor/Data/Resources/PackageManager/BuiltInPackages//Runtime/EventSystem/ExecuteEvents.cs:106) ( eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlot.cs:103) ( eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:255) Item.ItemViewSlotsContainerBase+c_Displa圜lass63_0.b_1 () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:205) (.Item.ItemViewSlotEventData slotEventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Menus/Shop/ShopMenu.cs:310) PotentialQuotientFor (圜ollection amount) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/CurrencyOwner.cs:108) 圜ollection.PotentialQuotientFor (圜ollection other) (at Assets/Opsive/UltimateInventorySystem/Scripts/Exchange/Currenc圜ollection.cs:1313) NullReferenceException: Object reference not set to an instance of an object specifically it says (sorry it's long and I feel awful posting it but I can't find what instance or object it's referring to!): Or maybe it's the other way around and this is the issue altogether. So I am hoping by resolving the first part will tie that one up because it seems to be working fine using a keyboard or auto interact. Strangely enough, I also get a weird error involving what looks like is an InControl issue which only comes up if I A) use the controller to instigate the shop and B) Don't use Auto Interact". If I hit back/cancel it reverts to working fine quick enough but obviously looks and feels quite rough around the edges. (question 2.)Ģ) When I open a shop not using "Auto Interact", which unfortunately really doesn't work for my game it will open the menu but already have the first item on the list, up to the quantity selection selected. In the docs I got the hint it was saying by doing it on my player input that should work? I have "Disable Cursor" selected and it works fine for my UCC on game launch and everything else but if I open the inventory or a shop the cursor always comes up. I have a couple of questions that I will inevitably need to tend to though to smoothen the integration.ġ) Is there a way to disable to mouse cursor pop up when opening menus? Or have I missed something in a component? Hopefully, this one is pretty easy. ![]() I have a lovely little inventory system going on and in general, it all works very well with controller support.
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