When we disable and enable too many obstacles dynamically at run time the device crashes.
I assume that this also occurs when we only add a lot of obstacles (like around 10) in the beginning or without disabling obstacles in between but I have to verify that again.
Anyways, this also prohibits dynamic moving of obstacles and is hence a severe issue.
Related to #316
Use the same process to reproduce but replace in the Unity/C#-Script StudyObstacleManager.cs the occurrences of Remove(); with Disable();.
Then find 3 - 4 targets and the device will crash. You can see the stacktrace output using the same procedure as described in #316.
When we disable and enable too many obstacles dynamically at run time the device crashes. I assume that this also occurs when we only add a lot of obstacles (like around 10) in the beginning or without disabling obstacles in between but I have to verify that again. Anyways, this also prohibits dynamic moving of obstacles and is hence a severe issue.
Related to #316 Use the same process to reproduce but replace in the Unity/C#-Script
StudyObstacleManager.cs
the occurrences ofRemove();
withDisable();
. Then find 3 - 4 targets and the device will crash. You can see the stacktrace output using the same procedure as described in #316.