If you spawn a prefab in a simulation and clearing it with OnEndSimulation → RemoveFromParent + FortRoundManager.OnRoundEnd → RemoveFromParent, it will still crash the server
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Create a prefab. Add mesh_component, transform_component, keyframed component.
Spawn this prefab in runtime
Subscribe the class to clear RemoveFromParent with .fort_round_manager.SubscribeRoundEnded + OnEndSimulation.
Finish the round
Try running verse hot reload
Server crashed
Crashes only with prefab.
Normal entity{} does not crash the server
Building the same entity through code, adding the same components, no server crash.
Components are initialized much earlier than creative devices, which means that trying to fetch a creative device from component.OnBeginSimulation or component.OnSimulate will not work. To work around this you can loop and sleep until the components are found or can spawn your prefabs from a creative device’s OnBegin call.
Maybe the <transacts> <decides> which will trap Verse runtime errors could be used, as Scene Graph is experimental
hi @ArcaneStudio ,
Yes, it does seem a problem at the remote server end.
The <transact> <decides> just traps the problem, by restoring from the error.
The <decides> records a wrong fail.
Let hope there is enough information for the engineers to fix it in 35.00, but we should remember this still experimental, so not a priority
Thanks