No clue how to fix this exception.

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  • So my game has thrown this: drive.google.com/file/d/1o6EYyW2GTv3MywgYJPW1sWVmRGZW2MGU/view

    and I have no idea what it is.

    In the exception it says the error was inside an internal script of Construct (runtime.js) and I can't figure out what's wrong neither from reading the exception nor from reading what I can from runtime.js from the f12 menu.

    Tell me if you need any other piece of info and thanks in advance.

  • Just from that screenshot is not possible to tell what is going on since that seems to be part of the normal event sheet execution.

    Have you been able to figure out exactly when your game produces the error? That would help narrowing it down.

  • Hey Diego, thank you for taking the time. I was just looking at the new 3D features btw and I'm super excited, congrats on the work!

    Anyway, what do you mean exactly by "when your game produces the error"? If you mean what occasion causes it, I am clueless.

  • I meant what happens in your game that shows the message in console. Maybe hitting a button, changing a layout or something else (it could be anything).

    The first thing I would try is previewing the game with the console open on the side and start playing normally, eventually you should see the red message popping up in the console and that should give you give you a clue about the possible things that could have been taking place when the error showed up.

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  • Yes that seems logical enough but I tried that immediately as I do and couldn't quite figure it out clearly, seemed a bit "random". Is there any way to maybe log whatever 'e' is, internally, for _FlushInstancesPendingDestroyForObjectClass(e, t) so I can then track it?

  • From what I can see, the crash happens because something with a GetIntances method is undefined, in that path it's either an object type or a family that object type belongs to, neither of those things looks like it could be undefined at that point.

  • Yes, exactly. What then?

    edit: could you maybe tell me what methods internally call getInstances() so I can look for places where I use those?

  • The problem is nothing that you are explicitly doing. I think that what is happening is that an instance that has already been destroyed is being queued to be destroyed again, the runtime normally handles that, but from what I am seeing there could be a problem with that logic that would eventually lead to a crash.

    I am just guessing though, even if that was the problem, there are a few different places that attempt to destroy instances, so it's not easy to pin down the problem without looking at a project.

  • So what can I give you to help? Also, I'm pretty sure nothing is being destroyed when it happens, at least not externally (by my code).

  • Without any more information I would need to see your project, but there is no guarantee I would be able to do anything about it because I would just be guessing about what is happening.

  • Yes, and I can't just make a minimal project because I have no clue where the issue is. Would you be willing to take a look at it then?

  • Send your project to support, I'll take a look. But without something clear to look out for, there is a low chance I could do anything about it, primarily because at any given time we have a bunch of other things to do.

  • Hey Diego, I'm thankful that you were willing to take the time to try and help me, but I felt bad making you do it so I continued looking and found out the problem.

    What happens is: I have an object with the Fade behavior (fade in: 0, wait: 0.2, fade out: 0.001) that is also synced thru multiplayer, and it appears that when multiplayer tries to destroy it on peers after it is destroyed on the host, both it and the Fade behavior queue the destruction, making for 2 calls (as you've described) that are causing the exceptions.

    On that note, it also seems there isn't a way to disable the Fade behavior in runtime (as in the "time of running", not the runtime object) for me to do it for peers, or am I mistaken?

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