Managed to find, and identify a method for repeating one of the most confusing crash bugs I’ve ever found, ever.
Use case where it was discovered:
I have my character upon colliding with an object pausing tween ‘A’ then starting that tween again. I also have the release of a button causing tween ‘A’ to be stopped (generally released soon after/around the time the character collides). I can have it consistently crash within 10 collisions.
If I change it so both events pause the tween, or both events stop the tween, it doesn’t crash.
Method for repetition:
is where it gets super confusing, took forever to identify a consistent method for repeating this crash because, well, it’s crazy haha.
What you need is to have on button pressed, “Float from/to (full)>Stop Tweening by Tween Name>Float from/to (full)”.
And you have to press the button twice for it to crash.
If you just start the tween twice in a row, it doesn’t crash. If you have the tween start>stop>start>start again, that doesn’t cause it to crash. If you have it start>pause>start and press that twice, it doesn’t crash. You have to specifically have it start>stop>start and press it twice.
's a screenshot of my method for making it crash RepeatMethod
It’s easy to work around it by just using the pause tween action but hopefully you’re able to identify what is causing this to stop it crashing in the future :).
–EDIT:-----
The above issue is actually becoming quite the problem. It wasn’t too bad at the time, but now that I’m using more tweens I’m having to choose between using stop tweens and constantly crashing, or using pause tweens and having the object count grow exponentially (because the paused tween are never ended, and I use them between motion types so without stopping them they grow in number quite quickly), and affecting the project/scene performance in the long run, making tests over extended periods of time difficult.