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How does Pooling works across scene loading?
#4
@Jake
The stack trace is here:

Code:
MissingReferenceException: The object of type 'CurvySplineSegment' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
FluffyUnderware.Curvy.CurvySpline.InsertAfter (FluffyUnderware.Curvy.CurvySplineSegment controlPoint) (at Assets/Packages/Curvy/Base/CurvySpline.cs:1292)
FluffyUnderware.Curvy.CurvySpline.Add () (at Assets/Packages/Curvy/Base/CurvySpline.cs:1188)
FluffyUnderware.Curvy.CurvySpline.Add (UnityEngine.Vector3[] controlPoints) (at Assets/Packages/Curvy/Base/CurvySpline.cs:1202)
Curvy.Examples.PoolTestRunner.AddCP () (at Assets/Packages/Curvy Examples/Scripts/PoolTestRunner.cs:41)
Curvy.Examples.PoolTestRunner.checkForSpline () (at Assets/Packages/Curvy Examples/Scripts/PoolTestRunner.cs:34)
Curvy.Examples.PoolTestRunner.Start () (at Assets/Packages/Curvy Examples/Scripts/PoolTestRunner.cs:17)


@bvance
I found the issue with my own pooling code.  It crashed right after LoadScene().  I fixed the problem by recalling all my pooled objects before LoadScene() is called.  May be i can do the same for CurvySpline... I will try it later.
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Messages In This Thread
RE: How does Pooling works across scene loading? - by kimc - 01-10-2016, 06:33 AM

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