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Coordinated Spawns (Purple Edition) #531
Coordinated Spawns (Purple Edition) #531
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Testing this pull request, I'm now getting an NRE first that goes like the following:
[Error : Unity Log] NullReferenceException
Stack trace:
CellManager.RegisterCellEntity (LargeWorldEntity ent) (at <9ec6c1b62c324758b9c2d79021505be6>:0)
CellManager.RegisterEntity (LargeWorldEntity lwe) (at <9ec6c1b62c324758b9c2d79021505be6>:0)
Nautilus.MonoBehaviours.EntitySpawner+<>c__DisplayClass2_0.<SpawnAsync>b__0 () (at <c13f3a3dfa5c494f9fd922a160750b0b>:0)
UnityEngine.WaitUntil.get_keepWaiting () (at <bd0d47c27bd84106afaaecc2c74cdb94>:0)
UnityEngine.CustomYieldInstruction.MoveNext () (at <bd0d47c27bd84106afaaecc2c74cdb94>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <bd0d47c27bd84106afaaecc2c74cdb94>:0)
Then I end up with my object infinitely spawning.
This PR is not done yet. I'm converting it to a draft to prevent accidental merges.
This reverts commit 7cd473a.
and hopefully fix the NRE that i still cannot replicate.
The issue was because the spawned objects was registered while being inactive in the scene.
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Works fine on my tests
Changes made in this pull request