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Question by kibrjrbc · Aug 25, 2020 at 12:48 AM · enemystackoverflow

StackOverflowException: The requested operation caused a stack overflow. Please can someone help me solve this.

I was trying to make a dismemberment of my enemy when my sword collides with him. This script is in all the parts that i want to dismember.

This is the erro:

 StackOverflowException: The requested operation caused a stack overflow.
 UnityEngine.Object.IsNativeObjectAlive (UnityEngine.Object o) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.bindings.cs:161)
 UnityEngine.Object.CompareBaseObjects (UnityEngine.Object lhs, UnityEngine.Object rhs) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.bindings.cs:140)
 UnityEngine.Object.op_Inequality (UnityEngine.Object x, UnityEngine.Object y) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.bindings.cs:405)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:35)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb.GetHit () (at Assets/Scripts/Enemy/Limb.cs:37)
 Limb<message truncated>

This is the script that is causing this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Limb : MonoBehaviour
 {
     [SerializeField] Limb[] ChildLimbs;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 
     public void OnCollisionEnter(Collision collision)
     {
         if(collision.gameObject.tag == "Sword")
         {
             GetHit();
         }
     }
 
     public void GetHit()
     {
         if(ChildLimbs.Length > 0)
         {
             foreach (Limb limb in ChildLimbs)
             {
                 if(limb != null)
                 {
                     limb.GetHit();
 
                 }
             }
         }
 
        // transform.localScale = Vector3.zero;
 
         Destroy(gameObject);
 
     }
 }
 

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Answer by Bunny83 · Aug 25, 2020 at 01:59 PM

There's not much to say about this. You clearly have either:


This Limb instance referenced in his own "ChildLimbs" array so you simply call your own "GetHit" method from within your GetHit method in an infinite recursion


or you referenced this Limb instance from one of the child Limbs and get a similar result. In any case you have a circular reference and you just running circles until you get a stack overflow since every nested method call requires a stackframe.


So there's not really something wrong in your code (even though it's dangerous the way it's setup) your actual issue is in the way you setup the references in your "ChildLimbs" collection(s). A seemingly strange solution would be to move

 Destroy(gameObject);

to the top of your GetHit method. This should ensure that your Limb component is marked "destroyed" so your null check inside your for loop would filter out those you already destroyed.

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