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Comments (6)

Seneral avatar Seneral commented on July 20, 2024

Thanks, I hope to find time to take a look at this. It's very hard working with playmode compability in Unity due to the lack of callbacks and general information:(

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unagiHuman avatar unagiHuman commented on July 20, 2024

I debug the above bug and I found the cause of bug.
Although Texture of memory is released when I stop the playmode of UnityEditor,
null InKnobTex and OutKnobTex in TypeData is referenced by ReloadTexture() in NodeKnob class.

The reason for the memory of non-KnobTexture has not been released, Texuture except KnobTexture's is static variable.

Bug of the solution's two ways of following.
1.KnobTexture change static variable
2. If KnobTexture is if null, so as to Reload in the property in the variable.

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Seneral avatar Seneral commented on July 20, 2024

Maybe I'll find ways (not in the soon future though:( ) to get more callacks out of Unity which will hopefully help with this.
For now it might be a good idea to try one of the callbacks in EditorLoadingControl (like the cache system) in NodeEditorWindow and calling NodeEditor.ReInit in one of them;)

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gregoiredelzongle avatar gregoiredelzongle commented on July 20, 2024

I had the same issue, I fixed it by calling TypeData.FetchTypes() if the texture cannot be found, which is a little bit hacky I agree

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Seneral avatar Seneral commented on July 20, 2024

May seem hacky, the cause is simply that the playmode switch seems to erase the data. So a different, maybe less hacky way would be to completely reinit the Node Editor in one of the callbacks in EditorLoadingControls, which the cache system are using. I won't check that out though because I cannot work on the project until next week:(

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Seneral avatar Seneral commented on July 20, 2024

Btw this has been fixed in cc44390!

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