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Chipmunk Physics • View topic - Crash when setting radius of PolyShape

Crash when setting radius of PolyShape

Chipmunk2D Bindings for the Unity3D engine

Crash when setting radius of PolyShape

Postby Exploding Rabbit » Sun Dec 08, 2013 3:33 am

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Re: Crash when setting radius of PolyShape

Postby slembcke » Wed Dec 18, 2013 3:34 pm

It's probably flat out dying on a NULL pointer for the shape. Internally the objects are in a completely different state when the editor vs. game is running since we can't instantiate native objects until they are added to the scene. We never really considered that the properties would be set in the editor. Unfortunately it would require adding editor checks to every single property to support that. All of the properties must be backed by a public* instance variable to show up in the editor, so you can always safely set those in editor scripts.

*That also answers your other question. Unless they added some new annotation to Unity recently to change it, variables that show up in the editor must be public. Adding the underscore is really the only way to mark it as something you probably don't want to set directly. Some members should have just been hidden away in a namespace, but Unity used to choke on them (in 2.x anyway). Apparently they fixed the compile issues in newer versions, but I didn't find out until we had mostly finished Chipmunk Unity.
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Re: Crash when setting radius of PolyShape

Postby Exploding Rabbit » Wed Dec 18, 2013 4:39 pm

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Re: Crash when setting radius of PolyShape

Postby slembcke » Wed Dec 18, 2013 5:09 pm

!!!

Well that is really useful to know. The underscore prefix was recommended in the past as a workaround. Old habits die hard I guess. :-\
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