Crash in DeactivationManager

Discuss any questions about BEPUphysics or problems encountered.
Post Reply
Danthekilla
Posts: 136
Joined: Sun Jan 17, 2010 11:35 am

Crash in DeactivationManager

Post by Danthekilla »

I got most of the details It happened on a collision between the player controller and an arrow, on the collision I create a weld joint.

Here are the details
http://i.imgur.com/ezm7l.jpg
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Crash in DeactivationManager

Post by Norbo »

That usually happens when adds and removes are performed from a multithreaded context. If the WeldJoint is being added from an immediate event, move it to a deferred event or add it completely outside the execution of the engine.

If it is something else (perhaps related to multithreaded characters), moving to the latest development version would likely help.

If the above isn't it and it still happens, I'll probably need a debuggable reproduction case in the demos or something to figure it out :)
Post Reply