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Weather feature does not reset #24
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Thanks for reporting the issue. I believe this issue is already fixed in our internal repo on Friday, but we did not push the latest code to github. I'll check this on Monday. It seems you are testing new features as we are implementing them, before we even have finished the implementation :) |
Haha, sorry. I suggested before that having you guys be accessible via a chat service like Discord would help prevent scenarios like this. It would be nice to keep discussions and updates to each other to all be on the same page and know what to contribute (as me and my team do with Carla sim) |
Please try the latest source. This should be fixed. Note that our license states that you can use simulator only for evaluation purposes. So contributing on github currently will not be possible. We are still talking/working on getting better open-source model/license out there, but not sure how long it will take. But we are open to collaborate and work on simulator together - please drop us e-mail if you want to discuss this in more details. Send it to dmitry.zelenkovsky at lge.com and martins.mozeiko at lge.com. |
Thank you Martins. Sent you guys emails |
* when rebuilding CubeTown many times in the same workspace I always get segfault like: 19:06:26 Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds 19:06:44 Caught fatal signal - signo:11 code:1 errno:0 addr:0xd0000000e 19:06:44 Obtained 25 stack frames. 19:06:44 #0 0x007f72a328a3c0 in funlockfile 19:06:44 #1 0x007f72a3141c5b in memcpy 19:06:44 #2 0x007f71edcabf64 in vk_optimusGetDeviceProcAddr 19:06:44 #3 0x0056107c6dad75 in vk::TaskExecutor::HandleCommandStream(GrowableBuffer*, VkCommandBuffer_T*) 19:06:44 #4 0x0056107c6d9fe6 in vk::TaskExecutor::ExecuteCommandbuffers(vk::CommandBuffer**, int) 19:06:44 #5 0x0056107c6d6c33 in vk::TaskExecutor::DoFlush(VkFence_T*, VkSemaphore_T*, unsigned long) 19:06:44 #6 0x0056107c6a3e07 in GfxDeviceVK::SubmitCurrentCommandBuffers(VkSemaphore_T*) 19:06:44 #7 0x0056107c6a5721 in GfxDeviceVK::FinishRendering() 19:06:44 #8 0x0056107c61f4dd in GfxDeviceClient::FinishRendering() 19:06:44 #9 0x0056107bf9b506 in AssetHotreload() 19:06:44 #10 0x0056107f0fb8ff in AssetHotreload(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::equal_to<UnityGUID> > const&) 19:06:44 #11 0x0056107f1964e7 in RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2) 19:06:44 #12 0x0056107f180712 in StopAssetImportingV2(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*) 19:06:44 #13 0x0056107f180cb1 in RefreshV2(AssetDatabase::UpdateAssetOptions) 19:06:44 #14 0x0056107f0e5181 in AssetDatabase::Refresh(AssetDatabase::UpdateAssetOptions) 19:06:44 #15 0x0056107e4fdeb3 in Application::InitializeProject() 19:06:44 #16 0x0056107f03e606 in InitializeUnity(void*) 19:06:44 #17 0x007f72a39c3be8 in g_source_get_time 19:06:44 #18 0x007f72a39c304e in g_main_context_dispatch 19:06:44 #19 0x007f72a39c3400 in g_main_context_dispatch 19:06:44 #20 0x007f72a39c36f3 in g_main_loop_run 19:06:44 #21 0x007f72a405837d in gtk_main 19:06:44 #22 0x0056107f03dfce in main 19:06:44 #23 0x007f72a30aa0b3 in __libc_start_main 19:06:44 #24 0x0056107bd72029 in _start 19:06:44 /usr/bin/unity-editor: line 11: 11 Segmentation fault (core dumped) /opt/unity/Editor/Unity "$@" when building in workspace with empty "Library" directory and re-running it in the same workspace 2nd time (keeping "Library") finishes OK Rerun each bundle build upto 3 times before giving up and showing an error. Show summary at the end to easily find if some bundles still need to be re-triggered or fixed. * re-try the initial "fetch license" as well as it was sometimes failing there already (before starting any bundle build) * we do something similar in build-simulator.sh already, for "check" function
The weather and rain effects stay active even after exiting the free roam mode. It does not reset
Refer to editor window and game window below:
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