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Visual part of remix doesn't show properly when 'Charging Chicken' is used #821

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Moviesxp opened this issue Mar 31, 2024 · 0 comments
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bug Something isn't working

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@Moviesxp
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Describe the bug

This only happened on a remix I'm personally creating, but it seems that the visual cue section doesn't show anything when I use the 'Charging Chicken' minigame. (it either only doesn't show cues for charging chicken or the entire remix, but it depends)

How to reproduce the bug?

Use/make a remix that has more than 1 minigame, one of them has to be Charging Chicken
It might happen

Screenshots/Videos

Screenshot 2024-03-31 155325

What Operating System(s) were you using?

Windows 10/11

Log file

Mono path[0] = 'C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/Managed'
Mono config path = 'C:/Users/stuar/Downloads/StandaloneWindows64-build/MonoBleedingEdge/etc'
Initialize engine version: 2021.3.21f1 (1b156197d683)
[Subsystems] Discovering subsystems at path C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: Intel(R) UHD Graphics (ID=0x9a78)
    Vendor:   Intel
    VRAM:     1931 MB
    Driver:   31.0.101.4091
Begin MonoManager ReloadAssembly
- Completed reload, in  0.264 seconds
<RI> Initializing input.
XInput1_3.dll not found. Trying XInput9_1_0.dll instead...
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 359.679200 ms
No JoyShocks found.
InputJoyshockInitializer.Initialize had no controllers to initialize.
No Joy-Con connected.
InputJoyconPairInitializer.Initialize had no controllers to initialize.
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
Unloading 391 unused Assets to reduce memory usage. Loaded Objects now: 2351.
Total: 4.205300 ms (FindLiveObjects: 0.294100 ms CreateObjectMapping: 0.205300 ms MarkObjects: 3.522600 ms  DeleteObjects: 0.182600 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 11.190800 ms
Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 3980.
Total: 6.002400 ms (FindLiveObjects: 0.339000 ms CreateObjectMapping: 0.626500 ms MarkObjects: 4.881800 ms  DeleteObjects: 0.154300 ms)

Assigning controller: Keyboard
Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 3984.
Total: 7.173800 ms (FindLiveObjects: 0.602500 ms CreateObjectMapping: 0.257900 ms MarkObjects: 6.243800 ms  DeleteObjects: 0.069000 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.298100 ms
Creating new remix
Game noGame not found, using noGame
Discord Rich Presence temporarily disabled
Create TimingDisplayComponent
Create SkillStarComponent
Create SectionComponent
Unloading 543 unused Assets to reduce memory usage. Loaded Objects now: 10388.
Total: 30.960400 ms (FindLiveObjects: 3.861300 ms CreateObjectMapping: 4.113000 ms MarkObjects: 19.481100 ms  DeleteObjects: 3.504100 ms)

Imported RIQ successfully!
Detected "v1" riq (RiqBeatmapData)
Running beatmap update handlers
Preprocessing beatmap...
Running entity update handlers
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Unable to open archive file: C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/StreamingAssets/agbRhythmTestGBA/common
Failed to read data for the AssetBundle 'common'.
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
ASYNC loading assetbundles for game rhythmTestGBA
Unable to open archive file: C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/StreamingAssets/agbRhythmTestGBA/locale.en
Killing all sounds
gameManager/switchGame/rhythmTestGBA
rhythmTestGBA/countdown
vfx/retroTv
rhythmTestGBA/countdown
Discord Rich Presence temporarily disabled
Failed to read data for the AssetBundle 'locale.en'.
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
loaded song
Preloading 0 games
waiting for overlays
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
Unloading 38 unused Assets to reduce memory usage. Loaded Objects now: 10750.
Total: 73.444800 ms (FindLiveObjects: 21.436800 ms CreateObjectMapping: 4.476900 ms MarkObjects: 46.821200 ms  DeleteObjects: 0.709100 ms)

waiting for beatmap
waiting for audio
waiting for minigames
Playing at 0
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
Killing all sounds
Preparing game rhythmTestGBA
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
ASYNC loading assetbundles for game builtToScaleRvl
Unable to open archive file: C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/StreamingAssets/rvlbuilt/common
Failed to read data for the AssetBundle 'common'.
Preparing game builtToScaleRvl
Game prefab wasn't cached, loading from assetbundle for game builtToScaleRvl
Failed to load assetbundle for game builtToScaleRvl, using sync loading: Object reference not set to an instance of an object
Game prefab wasn't cached, loading from assetbundle for game builtToScaleRvl
Failed to load assetbundle for game builtToScaleRvl, using sync loading: Object reference not set to an instance of an object
ASYNC loading assetbundles for game cheerReaders
1 2
ASYNC loading assetbundles for game chargingChicken
Unable to open archive file: C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/StreamingAssets/ctrChargingChicken/common
Unable to open archive file: C:/Users/stuar/Downloads/StandaloneWindows64-build/Heaven Studio_Data/StreamingAssets/ctrChargingChicken/locale.en
Failed to read data for the AssetBundle 'common'.
Failed to read data for the AssetBundle 'locale.en'.
Preparing game chargingChicken
Game prefab wasn't cached, loading from assetbundle for game chargingChicken
Failed to load assetbundle for game chargingChicken, using sync loading: Object reference not set to an instance of an object
Game prefab wasn't cached, loading from assetbundle for game chargingChicken
Failed to load assetbundle for game chargingChicken, using sync loading: Object reference not set to an instance of an object
IndexOutOfRangeException: Index was outside the bounds of the array.
  at HeavenStudio.Games.ChargingChicken.ChargeUp (System.Double beat, System.Double actualLength, System.Double lateness, System.Int32 whichDrum, System.Boolean bubble, System.Int32 endText, System.Int32 textLength, System.String successText, System.String failText, System.Int32 destination, System.String customDestination, System.Boolean helmet) [0x00646] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at (wrapper dynamic-method) System.Object.CallSite.Target(System.Runtime.CompilerServices.Closure,System.Runtime.CompilerServices.CallSite,HeavenStudio.Games.ChargingChicken,double,single,double,object,object,object,object,object,object,object,object,object)
  at (wrapper delegate-invoke) <Module>.invoke_bound_void_Closure_CallSite_ChargingChicken_double_single_double_object_object_object_object_object_object_object_object_object(System.Runtime.CompilerServices.CallSite,HeavenStudio.Games.ChargingChicken,double,single,double,object,object,object,object,object,object,object,object,object)
  at (wrapper dynamic-method) System.Object.CallSite.Target(System.Runtime.CompilerServices.Closure,System.Runtime.CompilerServices.CallSite,HeavenStudio.Games.ChargingChicken,double,single,double,object,object,object,object,object,object,object,object,object)
  at (wrapper delegate-invoke) <Module>.invoke_bound_void_Closure_CallSite_ChargingChicken_double_single_double_object_object_object_object_object_object_object_object_object(System.Runtime.CompilerServices.CallSite,HeavenStudio.Games.ChargingChicken,double,single,double,object,object,object,object,object,object,object,object,object)
  at HeavenStudio.Games.ChargingChicken.OnGameSwitch (System.Double beat) [0x001c5] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.GameManager+<SwitchGameIE>d__160.MoveNext () [0x00067] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <670c708f396c4df4bd34eacc99554521>:0 
UnityEngine.MonoBehaviour:StartCoroutineManaged2(MonoBehaviour, IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
HeavenStudio.GameManager:SwitchGame(String, Double, Boolean)
System.Object:CallSite.Target(Closure, CallSite, GameManager, String, Double, Object)
HeavenStudio.<>c__DisplayClass14_0:<Init>b__1()
HeavenStudio.EventCaller:CallEvent(RiqEntity, Boolean)
HeavenStudio.GameManager:Update()

NullReferenceException: Object reference not set to an instance of an object
  at HeavenStudio.Games.ChargingChicken.StartChargingJust (HeavenStudio.Games.PlayerActionEvent caller, System.Single state) [0x00029] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.Hit (System.Double state, System.Double time) [0x0011e] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.AutoplayEvent () [0x0001a] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.AutoplayInput (System.Double normalizedTime, System.Boolean autoPlay) [0x0002b] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.Update () [0x0008e] in <62d542e6c2d94d939d730f2cafcb975e>:0 

Exception thrown while executing BeatAction: System.NullReferenceException: Object reference not set to an instance of an object
  at HeavenStudio.Games.ChargingChicken.PumpBeat () [0x00008] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.ChargingChicken+<>c__DisplayClass129_0.<ChargeUp>b__5 () [0x00000] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Util.BeatAction.BeatActionAsync (UnityEngine.MonoBehaviour behaviour, System.Collections.Generic.List`1[T] actions, System.Threading.CancellationToken token) [0x00130] in <62d542e6c2d94d939d730f2cafcb975e>:0 
Exception thrown while executing BeatAction: System.NullReferenceException: Object reference not set to an instance of an object
  at HeavenStudio.Games.ChargingChicken.PumpBeat () [0x00008] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.ChargingChicken+<>c__DisplayClass129_0.<ChargeUp>b__5 () [0x00000] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Util.BeatAction.BeatActionAsync (UnityEngine.MonoBehaviour behaviour, System.Collections.Generic.List`1[T] actions, System.Threading.CancellationToken token) [0x00130] in <62d542e6c2d94d939d730f2cafcb975e>:0 
Exception thrown while executing BeatAction: System.NullReferenceException: Object reference not set to an instance of an object
  at HeavenStudio.Games.ChargingChicken.PumpBeat () [0x00008] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.ChargingChicken+<>c__DisplayClass129_0.<ChargeUp>b__5 () [0x00000] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Util.BeatAction.BeatActionAsync (UnityEngine.MonoBehaviour behaviour, System.Collections.Generic.List`1[T] actions, System.Threading.CancellationToken token) [0x00130] in <62d542e6c2d94d939d730f2cafcb975e>:0 
NullReferenceException: Object reference not set to an instance of an object
  at HeavenStudio.Games.ChargingChicken.BlastOff (System.Single state, System.Boolean missed) [0x00076] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.ChargingChicken.EndChargingJust (HeavenStudio.Games.PlayerActionEvent caller, System.Single state) [0x00000] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.Hit (System.Double state, System.Double time) [0x0011e] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.AutoplayEvent () [0x0001a] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.AutoplayInput (System.Double normalizedTime, System.Boolean autoPlay) [0x0002b] in <62d542e6c2d94d939d730f2cafcb975e>:0 
  at HeavenStudio.Games.PlayerActionEvent.Update () [0x0008e] in <62d542e6c2d94d939d730f2cafcb975e>:0 

Last playthrough had a dsp (audio) drift of 0.0117489315192749.
Consider increasing audio buffer size if audio distortion was present.
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
Killing all sounds
Preloading 0 games
waiting for overlays
Unloading 2 Unused Serialized files (Serialized files now loaded: 2)
Unloading 2096 unused Assets to reduce memory usage. Loaded Objects now: 12129.
Total: 35.763000 ms (FindLiveObjects: 4.157900 ms CreateObjectMapping: 6.776600 ms MarkObjects: 16.745400 ms  DeleteObjects: 8.082300 ms)

waiting for beatmap
waiting for audio
waiting for minigames
Playing at 0
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
Killing all sounds
Last playthrough had a dsp (audio) drift of -0.0142716721088442.
Consider increasing audio buffer size if audio distortion was present.
Game prefab wasn't cached, loading from assetbundle for game rhythmTestGBA
Failed to load assetbundle for game rhythmTestGBA, using sync loading: Object reference not set to an instance of an object
Killing all sounds
Disconnecting JoyShocks...
Clearing RIQ Cache...
Setting up 2 worker threads for Enlighten.
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
  StackAllocators : 
    [ALLOC_TEMP_MAIN]
      Peak usage frame count: [0-1.0 KB]: 40 frames, [1.0 KB-2.0 KB]: 2 frames, [4.0 KB-8.0 KB]: 190 frames, [8.0 KB-16.0 KB]: 7 frames, [16.0 KB-32.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 1814 frames, [64.0 KB-128.0 KB]: 3 frames, [128.0 KB-256.0 KB]: 1 frames, [256.0 KB-0.5 MB]: 6 frames, [0.5 MB-1.0 MB]: 3 frames, [1.0 MB-2.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 1 frames
      Initial Block Size 4.0 MB
      Current Block Size 4.0 MB
      Peak Allocated Bytes 2.9 MB
      Overflow Count 0
    [ALLOC_TEMP_Loading.AsyncRead]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 24.1 KB
      Overflow Count 0
    [ALLOC_TEMP_Loading.PreloadManager]
      Initial Block Size 256.0 KB
      Current Block Size 504.0 KB
      Peak Allocated Bytes 499.9 KB
      Overflow Count 52
    [ALLOC_TEMP_Background Job.Worker 8]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 9]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 0]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 44.5 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 10]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 14]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 6]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 12]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_EnlightenWorker] x 2
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 15]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 423 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 1]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 240 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 2]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 393 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 7]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_UnityGfxDeviceWorker]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 8.3 KB
      Overflow Count 0
    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 3
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 0 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 5]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 432 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 13]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 1]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 44.5 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 2]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 44.5 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 3]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 315 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 11]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 0]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 426 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 4]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 4.2 KB
      Overflow Count 0
    [ALLOC_TEMP_BatchDeleteObjects]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
  Peak main deferred allocation count 2263
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 49 Subsections = 50176 buckets. Failed count: 42175
        32B: 17 Subsections = 8704 buckets. Failed count: 30270
        48B: 51 Subsections = 17408 buckets. Failed count: 354818
        64B: 32 Subsections = 8192 buckets. Failed count: 11574
        80B: 87 Subsections = 17817 buckets. Failed count: 81711
        96B: 7 Subsections = 1194 buckets. Failed count: 7538
        112B: 5 Subsections = 731 buckets. Failed count: 8826
        128B: 8 Subsections = 1024 buckets. Failed count: 18437
    [ALLOC_DEFAULT_MAIN]
      Peak usage frame count: [16.0 MB-32.0 MB]: 2068 frames, [32.0 MB-64.0 MB]: 1 frames
      Requested Block Size 16.0 MB
      Peak Block count 3
      Peak Allocated memory 56.5 MB
      Peak Large allocation bytes 29.7 MB
    [ALLOC_DEFAULT_THREAD]
      Peak usage frame count: [16.0 MB-32.0 MB]: 304 frames, [64.0 MB-128.0 MB]: 1765 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 75.1 MB
      Peak Large allocation bytes 59.7 MB
[ALLOC_TEMP_JOB_1_FRAME]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
  Initial Block Size 2.0 MB
  Used Block Count 4
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
  Initial Block Size 1.0 MB
  Used Block Count 3
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
  Peak main deferred allocation count 20
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 49 Subsections = 50176 buckets. Failed count: 42175
        32B: 17 Subsections = 8704 buckets. Failed count: 30270
        48B: 51 Subsections = 17408 buckets. Failed count: 354818
        64B: 32 Subsections = 8192 buckets. Failed count: 11574
        80B: 87 Subsections = 17817 buckets. Failed count: 81711
        96B: 7 Subsections = 1194 buckets. Failed count: 7538
        112B: 5 Subsections = 731 buckets. Failed count: 8826
        128B: 8 Subsections = 1024 buckets. Failed count: 18437
    [ALLOC_GFX_MAIN]
      Peak usage frame count: [2.0 MB-4.0 MB]: 247 frames, [4.0 MB-8.0 MB]: 57 frames, [8.0 MB-16.0 MB]: 1765 frames
      Requested Block Size 16.0 MB
      Peak Block count 2
      Peak Allocated memory 15.9 MB
      Peak Large allocation bytes 0 B
    [ALLOC_GFX_THREAD]
      Peak usage frame count: [4.0 MB-8.0 MB]: 2069 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 6.1 MB
      Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
  Peak main deferred allocation count 5412
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 49 Subsections = 50176 buckets. Failed count: 42175
        32B: 17 Subsections = 8704 buckets. Failed count: 30270
        48B: 51 Subsections = 17408 buckets. Failed count: 354818
        64B: 32 Subsections = 8192 buckets. Failed count: 11574
        80B: 87 Subsections = 17817 buckets. Failed count: 81711
        96B: 7 Subsections = 1194 buckets. Failed count: 7538
        112B: 5 Subsections = 731 buckets. Failed count: 8826
        128B: 8 Subsections = 1024 buckets. Failed count: 18437
    [ALLOC_CACHEOBJECTS_MAIN]
      Peak usage frame count: [16.0 MB-32.0 MB]: 2069 frames
      Requested Block Size 4.0 MB
      Peak Block count 5
      Peak Allocated memory 27.1 MB
      Peak Large allocation bytes 11.7 MB
    [ALLOC_CACHEOBJECTS_THREAD]
      Peak usage frame count: [2.0 MB-4.0 MB]: 216 frames, [4.0 MB-8.0 MB]: 14 frames, [8.0 MB-16.0 MB]: 1 frames, [16.0 MB-32.0 MB]: 1828 frames, [32.0 MB-64.0 MB]: 10 frames
      Requested Block Size 4.0 MB
      Peak Block count 8
      Peak Allocated memory 36.7 MB
      Peak Large allocation bytes 10.9 MB
[ALLOC_TYPETREE] Dual Thread Allocator
  Peak main deferred allocation count 0
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 49 Subsections = 50176 buckets. Failed count: 42175
        32B: 17 Subsections = 8704 buckets. Failed count: 30270
        48B: 51 Subsections = 17408 buckets. Failed count: 354818
        64B: 32 Subsections = 8192 buckets. Failed count: 11574
        80B: 87 Subsections = 17817 buckets. Failed count: 81711
        96B: 7 Subsections = 1194 buckets. Failed count: 7538
        112B: 5 Subsections = 731 buckets. Failed count: 8826
        128B: 8 Subsections = 1024 buckets. Failed count: 18437
    [ALLOC_TYPETREE_MAIN]
      Peak usage frame count: [16.0 KB-32.0 KB]: 52 frames, [32.0 KB-64.0 KB]: 2017 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 38.6 KB
      Peak Large allocation bytes 0 B
    [ALLOC_TYPETREE_THREAD]
      Peak usage frame count: [4.0 KB-8.0 KB]: 45 frames, [8.0 KB-16.0 KB]: 1219 frames, [256.0 KB-0.5 MB]: 2 frames, [0.5 MB-1.0 MB]: 803 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 0.7 MB
      Peak Large allocation bytes 0 B

RIQ file

No response

Extra files

No response

Additional context

It only happens on the one remix I made, and had camera controls, but I definetly reset the camera to its normal position...

@Moviesxp Moviesxp added the bug Something isn't working label Mar 31, 2024
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