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trying to find the bug Kinematic body only supports Speculative Continuous collision detection

Closed 1.3.5

MrLiquid

Posted

@WhiteThunder suggested the following actions;

<snip>

For next steps, see if you can reproduce the warning appearing in the logs when using the features of those plugins. If you can, you can ask the developer to set the Rigidbody collision detection mode to speculative continuous before setting isKinematic to true. This is only necessary if the plugin is setting isKinematic to true for rigidbody objects that currently have a different collision detection mode (which you can't easily guess, so might as well just do it every time).
https://docs.unity3d.com/ScriptReference/Rigidbody-collisionDetectionMode.html

[docs.unity3d.com]


Alternatively, you could try editing the code of all those plugins yourself to see if you can make the warning go away, as a test to see which plugins are contributing. Could also try adding a check to each plugin which logs a more traceable message stating that the collision detection mode was the wrong type.

 

</snip>

 

To try and narrow down which plugin is causing this, I have compiled a list of MY plugins using the "isKinematic" which could lead to the errors filling our server logs every day.

<snip>

From my list of plugins I have found the following plugins with 'isKinematic' used within their code;

** Armored Train (by Adem) plugin
** Convoy (by Adem) plugin
JetEvent (by Razor) plugin
SkinBox(k1lly0u from chaoscode) plugin
** Sputnik (by Adem) plugin
XDQuest (by DezLife) plugin
ZoneManager (by k1lly0u) plugin

</snip>

 

** The plugins of yours can you please add checking to your code for that error, something like this to help me track down the  misbehaving code... at the moment only an error that is given.. gives no clue to which plugin causing it.

 

if (rigidbody.collisionDetectionMode != CollisionDetectionMode.ContinuousSpeculative)

{

Puts($"Setting ridigbody to kinematic with {rigidbody.collisionDetectionMode}" collision detection mode which will generate a warning");

}

rigidbody.isKinematic = true;

 

 

Many Thanks @Adem

 

@DeathI'm still trying to find a solution.

Adem

Posted

Hi. I am currently preparing to publish a new plugin and. As soon as I do this, I'll send it to do it in my plugins. Thanks for the information.
I think I'll post the plugin early next week.

MrLiquid

Posted

@Adem

I may have found the problem, I ran all the offending plugins on a test server one by one and all sorts of variations of interactions until I came across this

All over "Kinematic" plugins were unloaded.

Unloaded plugin ArmoredTrain v1.3.5 by Adem 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Loaded plugin ArmoredTrain v1.3.5 by Adem 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)

Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)

[ArmoredTrain] | Luffy Rust Express | Event activated 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 

MrLiquid

Posted

Unloaded plugin ArmoredTrain v1.3.5 by Adem 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)

Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)

NullReferenceException: Object reference not set to an instance of an object
  at Oxide.Plugins.ArmoredTrain+Train.DestroyZone () [0x001ab] in <951e9e173c114f15aa5c779da0040c84>:0 
  at Oxide.Plugins.ArmoredTrain+Train.OnDestroy () [0x0016f] in <951e9e173c114f15aa5c779da0040c84>:0 
 
(Filename: <951e9e173c114f15aa5c779da0040c84> Line: 0)

 

Train was running on aboveground tracks but I unloaded the plugin on my test server, the result is above

Adem

Posted

Fixed it for all my plugins

Adem

Posted

Changed Status from Pending to Closed

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