Comments (2)
The problem was with a Singleton-like EntityManager static variable in DynamicBufferManager (and one more class). It was initialized unless null, but at some point Unity changed EntityManager from class to struct, so the default value of variable was never null, and it was left uninitialized.
from spritesheetrenderer.
The problem was with a Singleton-like EntityManager static variable in DynamicBufferManager (and one more class). It was initialized unless null, but at some point Unity changed EntityManager from class to struct, so the default value of variable was never null, and it was left uninitialized.
Yeah, this was 100% correct.
I just fix this along with other problems while upgrading to the latest unity version and entitas v0.17.0-preview.42
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Related Issues (12)
- Sprites are not sorted from top to bottom HOT 1
- [question] Is it possible to flip the spritesheet? Using ScaleX or FlipX? HOT 1
- MakeSprite fails when the sprites sheet has only 1 sprite
- All sub sprites in the sprite asset get rendered when sprites.Length == 1 HOT 1
- Bulk Spawn With SpriteSheetAnimator HOT 1
- Sprites do not render when camera bounds move beyond a half unit. HOT 1
- Would you update it to entites 5.0? HOT 1
- Unable to remove null materials? HOT 1
- Sprites not rendering unless the Camera FOV is Wide HOT 2
- Invalid stride 1 for Compute Buffer - must be greater than 0, less or equal to 2048 and a multiple of 4. HOT 6
- [question] is it possible to change spritesheet/material through a system ?
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