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Internal Error: Too many pairs created..?
I have been working on a map filled with a reasonable amount of assets.
Now after a certain while this error popped up, and slowed everything drasticly down.
Launching Unity, debugging the scene, moving/rotating objects,..
This error pops up randomly and freezes my unity for several minutes.
I have been going through several steps trying to debug this error to no avail.
It isn't caused by a certain area in the map, enabling and disabling parts showed me that.(which goes very slow as well.) The error pops up after a certain amount of map parts are enabled.
Now my map is build out of sections properly split in the hierarchy : https://imageshack.com/i/f0AWCfXCj
And the assets are all build out of basic unity colliders.
For more complex assets I made compound colliders existing of multiple objects with box colliders. I tried to be spare with the amount but still keep some realism in the collision areas .
Why I used compound colliders? Cause unity mesh colliders have been nothing but nightmares, and we are dealing with a multiplayer game, where boxes are more easily dealt with than mesh colliders. Example : https://imageshack.com/i/hlcHBaRbj
The game purpose is to have a lot of assets in the scene and be able to interact with those. The amount of assets isn't near a properly filled scene yet... This error had been causing a lot of wasted time and makes working in unity very tedious. In advance, I checked Unity forums before creating this thread and no useful answer/solution has been posted concerning this subject.
I would be really greatful for anyone being able to give me a solution for this. Thanks :)
Answer by Graham-Dunnett · Oct 07, 2014 at 07:26 PM
http://answers.unity3d.com/questions/359835/internal-error-too-many-pairs-created-new-pairs-wi.html ?
http://answers.unity3d.com/questions/43599/what-are-pairs.html ?
http://answers.unity3d.com/questions/662062/ontriggerenter-with-multiple-instances-at-same-loc.html ?
Thanks for your quick response, but I've already been over these posts before. As mentioned before I'm not using any meshcolliders so that leaves out certain solutions. Haven't came up with anything else either so far. But thx for your time