Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Danisuper · Jul 13, 2016 at 01:47 PM · c#crashprogrammingpathfindinglists

Unity crash when deleting list

Hello all, I almost finished my pathfinding algorithm and now I am making the A* pathfinding recalculate a path because in my game the player will move a lot (2d top down game) and there will be a lot of obstacles that will be created on runtime. I made a simple system that works like this:

 -if the target has changed position (I check this by seeing if the closest node of the target has changed) and a path was found or the target s position has been reached so it will be if(changed_node && (found_path || reached_des))
 
 -Clear the open list, the list that contains the nodes of the path, the list of the adjacent nodes (adjacent to the nodes of the closed list and of the path,the ones that are analyzed) and the closed list.
 
 -Finally call the function FindPath that is the path finder

the problem is at the 2nd point, when I delete the closed_list unity crashes and it's not only a unity's problem because I builded the game and I saw that also in game it crashed when deleting the closed list. I really have no idea why it happens. A possible motivation that came to my mind is that the class that handles the movement costs of the nodes uses the closed list to find the G cost. I tried to disable this script but it didn't work. Here's the part of code.

 // Update is called once per frame
     void Update()
     {
         //launches pathfinding actual_node.my_node is the start node
        //targ_node.my_node is the target's closest node
         FindPath(actual_node.my_node, targ_node.my_node);
 
         //if the path was created follow the path
         if (path_nodes.Count > 0 && current_node < path_nodes.Count)
             FollowPath();
 
         if (target.GetComponent<GetClosestNode>().changed_node && (reached_dest|| found_path))
         {
             found_path = false;
             reached_dest = false;
             path_nodes.Clear();
             open_list.Clear();
             adjacent_nodes.Clear();
             //crashes here
             closed_list.Clear();
             FindPath(actual_node.my_node, targ_node.my_node);
         }
     }
 

found_path is true when a path is found in FindPath(), reahed_dest is true when the npc finished following the path to the target. What should I change to make it recalculate the path correctly? Thank you in advance for your help guys! :D

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

177 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Apple Mach-O Linker Error "_restore", referenced from: 0 Answers

Unity C# lean script not working properly 1 Answer

How to check if your character is falling 2D - C# 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges