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- IndexOutOfRangeException: Index 23 is out of restricted IJobParallelFor range [0...15] in ReadWriteBuffer.
- ReadWriteBuffers are restricted to only read & write the element at the job index. You can use double buffering strategies to avoid race conditions due to reading & writing in parallel to the same elements from a job.
- Unity.Collections.NativeArray`1[T].FailOutOfRangeError (System.Int32 index) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
- Unity.Collections.NativeArray`1[T].CheckElementReadAccess (System.Int32 index) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
- Unity.Collections.NativeArray`1[T].get_Item (System.Int32 index) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
- Unity.Physics.Broadphase+BvhLeafProcessor.RayLeaf[T] (Unity.Physics.RaycastInput input, System.Int32 rigidBodyIndex, T& collector) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/World/Broadphase.cs:622)
- Unity.Physics.BoundingVolumeHierarchy.Raycast[TProcessor,TCollector] (Unity.Physics.RaycastInput input, TProcessor& leafProcessor, TCollector& collector) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/Geometry/BoundingVolumeHierarchy.cs:373)
- Unity.Physics.Broadphase.CastRay[T] (Unity.Physics.RaycastInput input, Unity.Collections.NativeArray`1[T] rigidBodies, T& collector) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/World/Broadphase.cs:534)
- Unity.Physics.CollisionWorld.CastRay[T] (Unity.Physics.RaycastInput input, T& collector) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/World/CollisionWorld.cs:338)
- Unity.Physics.QueryWrappers.RayCast[T] (T& target, Unity.Physics.RaycastInput input, Unity.Physics.RaycastHit& closestHit) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/Queries/Collidable.cs:664)
- Unity.Physics.CollisionWorld.CastRay (Unity.Physics.RaycastInput input, Unity.Physics.RaycastHit& closestHit) (at ./Library/PackageCache/com.unity.physics@1.0.14/Unity.Physics/Collision/World/CollisionWorld.cs:318)
- HexagonSurvive.HexPhysics.RaycastJob.Execute (System.Int32 index) (at Assets/Scripts/HexagonSurvive/HexPhysics/RaycastJob.cs:20)
- Unity.Jobs.IJobForExtensions+ForJobStruct`1[T].Execute (T& jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) (at <3b24cc7fa9794ed8ab04312c53e6dedd>:0)
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