VRCConstraintsBase.OnEnable produces MissingReferenceException checking execution order with Physbones
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Dor․
This occurs when the game object the constraint is attached to (or a parent of it) is enabled, looks like a missing null check. I'm almost certain this didn't happen prior to world dynamics.
MissingReferenceException: The object of type 'VRCPhysBone' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
VRC.Dynamics.VRCPhysBoneBase.GetRootTransform () (at <c68519bcd1064a18b5ee443ce1f5aaf9>:0)
VRC.Dynamics.VRCConstraintBase.DeterminePhysBoneDependency (UnityEngine.Transform constraintEffectiveTarget, VRC.Dynamics.VRCPhysBoneBase physBone) (at <c68519bcd1064a18b5ee443ce1f5aaf9>:0)
VRC.Dynamics.VRCConstraintBase.ReEvaluatePhysBoneOrder () (at <c68519bcd1064a18b5ee443ce1f5aaf9>:0)
VRC.Dynamics.VRCConstraintManager.RegisterConstraint (VRC.Dynamics.VRCConstraintBase constraint) (at <c68519bcd1064a18b5ee443ce1f5aaf9>:0)
VRC.Dynamics.VRCConstraintBase.OnEnable () (at <c68519bcd1064a18b5ee443ce1f5aaf9>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
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Dexvoid
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Dexvoid
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Are you seeing this issue after animating a constraint on via an animation on an avatar, or enabling a constraint via logic in a world?
Dor․
Dexvoid Seeing this in the avatar SDK, when enabling/disabling avatars/objects inside an avatar in the scene, in a prefab heavy workflow (may be relevant, I did not test whether these errors happen on unpacked objects).