Closed briansemrau closed 3 months ago
This is happening consistently for me when I despawn say 10 entities at a time. I played about to see what changed and it looks like this happens when the TimestepMode
is Interpolated
but doesn't happen when it is Variable
. I suppose a system that should run every frame isn't being run.
+1
This is kinda fixed in https://github.com/dimforge/bevy_rapier/pull/328 -- I wasn't sure why systems weren't running properly, so I prevent the crash from being generated from dead entities. I don't think this will skip over any events, but I'm not 100% sure.
I'm encountering this issue as well. TimestepMode::Variable
doesn't help.
I see (probably) this issue only when I despawn an entity after I change the RigidBody component of the entity. I'm struggling to produce a succinct reproducer though.
This issue happens rarely.
Version details from Cargo.toml:
My game consists of a pile of blocks and a click-drag angry birds style projectile. The projectile destroys itself after a few seconds.
All the blocks have
ActiveEvents::CONTACT_FORCE_EVENTS | ActiveEvents::COLLISION_EVENTS
The rest of the error output:
``` thread 'main' panicked at 'task has failed', C:\Users\brian\.cargo\registry\src\github.com-1ecc6299db9ec823\async-task-4.3.0\src\task.rs:426:43 stack backtrace: 0: std::panicking::begin_panic_handler at /rustc/897e37553bba8b42751c67658967889d11ecd120/library\std\src\panicking.rs:584 1: core::panicking::panic_fmt at /rustc/897e37553bba8b42751c67658967889d11ecd120/library\core\src\panicking.rs:142 2: core::panicking::panic_display