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Running into broken tiles during generation with no error messages.

Often times when generating my world, I run into broken tiles. These tiles appear flat and disconnected from their neighbor tiles. This happens fairly often and they don't trigger any error messages in the console. I've linked a video going over this issue, and how I can replicate it.

What I did in my video:
1. Created a new Unity project.
2. Imported MapMagic 2 Bundle (version 2.1.4)
3. Created a MapMagic Graph with basic terrain generation. No objects.
4. Created a MapMagic Object
5. Attached my graph.
6. Set my tile size to be 32 since that's what I'm using for my game.
7. Then I start pinning tiles, and randomly some tiles will appear broken.

You can refer to my video to see me run into these errors myself.

Also, my Unity version is 2020.2.1f1 if that's relevant.

Here's my video:
https://youtu.be/rvCy3OfVpBs

Here's my project if you want to download it and check it out:
https://drive.google.com/file/d/1vDRGbJYfru4H-Co7YCG3fFZwKBOfeF84/view?usp=sharing

cmooref17, 17.05.2021, 03:40
Idea status: completed

Comments

Denis, 18.05.2021, 19:53
I've got the report on this issue, but still can't reproduce it. Hope your steps description and video help me with that. Thanks!
Wraith, 30.05.2021, 18:54
Could reproduce it once. But can't do it again after restarting computer. Weird mystery.
cmooref17, 31.05.2021, 18:19
Strange. I wonder why I am able to reproduce this so often, and what's causing it. Really is a mystery. Glad it doesn't affect others too much, but it's definitely a pain in my butt at times! haha
Jukibom, 11.06.2021, 12:41
I've seen this too, it appears to occur when using a combination of threading (above 1 thread) and draft tiles for me. I also noticed that using "Draw Instanced" can increase the likelihood but that might just be in my head.
Wraith, 02.07.2021, 22:11
Fixed for 2.1.6
cmooref17, 05.07.2021, 08:00
Nice job! May I ask what might have been the problem exactly? Just a little curious
Wraith, 07.07.2021, 00:24
Error in node id assignment. Happens before generating each tile. First I clear all ids, and then assign them per-generator. Meanwhile other tile from other thread can try to read id, and can read it at the moment where id is cleared. It's oblivious when I write this, but took me several days to find out. Reading common data from threads gives huge possibilities, but be extra careful with this thing

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