Jump to content


Photo
- - - - -

Error with Shroud Runtime


  • Please log in to reply
1 reply to this topic

#1 cozzbp

cozzbp

    Newbie

  • Customers
  • Pip
  • 2 posts
  • Company:Liminal Games

Posted 07 October 2015 - 11:20 PM

Hi,  I've been using shroud successfully for a while now, but mostly for character cloth sims and what not.  I am working on a boat with buoyancy, and I have a sail that works great for the most part, but sometimes when the boat rotates a strange way, I get the following error from my logger:

 

[SHROUD] Attempted to remove a collider that is not part of this simulation

 

I have removed all colliders from the simulation, and I still get this error.  Any idea what could be causing this?  Thanks!



#2 Joe_vdH

Joe_vdH

    Administrator

  • Administrators
  • 193 posts
  • LocationSeattle, WA
  • Company:CloakWorks

Posted 08 October 2015 - 08:42 AM

Are you using the Unity plugin, or the Shroud library directly?  That warning gets sent when you call

CollisionMgr::RemoveCollider(ICollider* collider)

 

but the Unity plugin doesn't have a code path that calls that. 

 

If you are using the Shroud library directly, put a breakpoint just before any calls you make to RemoveCollider(), and check the value of the collider you are passing in.  You can also check through the list of the colliders that Shroud knows about by calling ICollisionMgr::GetNumColliders() and ICollisionMgr::GetCollider(index) and see if the one you are deleting matches. 


Shroud - Real-Time Cloth Physics - www.cloak-works.com





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users