Rotating Particles bug? (Crash)

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  • My editor is crashing when I try to preview the rotate behavior on a particle object, even if the particle animation is not playing. Here is the error:

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r201/projectResources.js, line 1, col 206144

    Message: Uncaught Error: no original size available

    Stack: Error: no original size available at i.ǃwT (https://editor.construct.net/r201/projectResources.js:1:206150) at i.ǃhA (https://editor.construct.net/r201/projectResources.js:1:205575) at i.ǃhLi (https://editor.construct.net/r201/projectResources.js:1:200380) at i.ǃEh (https://editor.construct.net/r201/projectResources.js:1:201220) at i.ǃeWV (https://editor.construct.net/r201/projectResources.js:1:200705) at a.ǃfL (https://editor.construct.net/r201/projectResources.js:1:252783) at i.ǃfL (https://editor.construct.net/r201/projectResources.js:1:236373) at window.ǃeEZ.ǃeVN (https://editor.construct.net/r201/components/editors/layoutView/layoutView.js:1:7609) at ǃeVb (https://editor.construct.net/r201/components/editors/layoutView/layoutView.js:1:1943)

    Construct 3 version: r201

    URL: editor.construct.net/r201

    Date: Tue Jun 02 2020 14:03:02 GMT-0300 (Horário Padrão de Brasília)

    Uptime: 32894.3 s

    Platform information

    Browser: Chrome

    Browser version: 83.0.4103.61

    Browser engine: Chromium

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 8.1

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 6.3; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/83.0.4103.61 Safari/537.36

    C3 release: r201 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics Family Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, OVR_multiview2

    Is it safe to make a rotating sprite for an android app? Wont it crash the game?

  • Trying to preview the Sine behavior on a Particle object will also crash C3 for me:

    (IMG)

    Am I using too much creativity?

  • So apparently its not possible to add behaviors like rotate and sine to particles? Because its not working at all...

    It is possible to add behavior but they dont do anything? Is that it?

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  • Thanks for bringing this up, there have been some recent changes that can produce such a crash.

    I don't think this would crash while previewing or an exported app though, as the editor and the runtime are separate.

  • Hi DiegoM I tried to preview the layout with the behaviors but they dont seem to be working... Particles are no rotating and trying to use Sine also wont do anything...

  • I tried creating a particle plugin instance in r201, and can confirm that trying to preview sine or rotate behaviours produces a crash in the editor. Unfortunately this is still an issue in r202 which came out today.

    Both behaviours seem to work properly when I try to preview the layout though. Can you share the project where the behaviours don't work when previewing the layout?

  • Thanks for confirming the bug DiegoM

    Maybe try creating a rotating and/or sine particle with a big "rate". I'm trying to rotate a sprite with a rate of "500" and maybe thats too much for C3 ? It's "one shoot" instead of continuous, which should be easier for the GPU to handle.

    I'll try creating a new project just to test it.

  • Please note issues should be filed to the bug tracker following all the guidelines, otherwise they may not have enough information to be fixed, or may be buried in the forum and forgotten.

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