DeathHandler | SIGSEGV handler which prints the debug stack trace | Code Inspection library
kandi X-RAY | DeathHandler Summary
kandi X-RAY | DeathHandler Summary
DeathHandler C03+ class installs SEGFAULT, SIGABRT and SIGFPE signal handlers to print a nice stack trace and (if requested) generate a core dump. In DeathHandler's constructor, signal handlers are installed through `sigaction()`. If your program encounters a segmentation fault, the call stack is unwinded with `backtrace()`, converted into function names with line numbers via `addr2line` (`fork()` + `execlp()`). Addresses from shared libraries are also converted thanks to dladdr(). All C symbols are demangled. Printed stack trace includes the faulty thread id obtained with pthread_self() and each line contains the process id to distinguish several stack traces printed by different processes at the same time. The code works primarily on Linux and tested on x86_64 and ARM with glibc. Besides, there is a partial support of MacOSX (addr2line → atos is not implemented). Since backtrace() uses malloc() and the heap my be corrupted by the time it is called, malloc() and free() have to be overridden. On Linux, it is done via a simple symbol overload; on MacOSX, malloc_default_zone() approach is taken because overloading does not work out of the box.
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QUESTION
I'm making a game right now where the enemies become alerted to the player and chase them indefinetely until the player stand on a "safe plate" in game. When the player stands here the enemies should then return to their original position.
The issue is that whenever the player stands on the plate I get a null reference exception error and I can see the original guard position has been reset to 0,0,0 in the console. I'm assuming the reason for the null reference exception is because the world origin isn't on the nav mesh I'm using, although I could easily be wrong about that. I just can't seem to figure out why the vector3 value has changed at all since the guardPosition variable is initiated on Start and never touched again.
I've included both my enemyAi class (script attached to enemy) and my class associated with stepping on plates. If there's anything more needed to include let me know. If anyone has any ideas, help would be appreciated. Cheers.
...ANSWER
Answered 2020-Dec-15 at 16:54You are getting a disabled instance of EnemyAI
. Instead, use FindGameObjectsWithTag
then iterate through all of them and add their EnemyAI
to a list which you can iterate through when necessary. By the way, it's better to use CompareTag
when possible to reduce garbage:
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