MrYch
1
Hello,
I’m working on a RTS game project with multiplayer, pathfinding and AI and currently having an issue with a random crash that occur only client side, i can’t reproduce the crash and don’t know how to fix this, is there any solution to trace the code to find the last line executed before the game crashed ?
Here is the crash trace log : output_log.txt
I am having this exact same problem. My game also uses UNET. But the logs don’t say anything useful, did you have any hints that it’s UNET that is causing the crash?
MrYch
3
I fixed my problem by changing my destroy method.
When you destroy an object on the server, the destruction is synchronised on all clients, it’s then possible to call some methods on the destroyed object which can cause a crash (pointer null exception).
Instead of destroying the object instantly, i do a RPC that disable the gameobject, and delete it after x seconds, in this way, the object do not update itselft and there is no more exceptions.