Catch-Up On Mobile, Space Brands, and Crashes
Hey Folks! Today was a day for all for blog post tags. A little bit of everything, though admin work was the lion's share.
First order of business was NEO Scavenger mobile. Now that Tiago is situated in his new place and has time again, he's resuming work on mobile issues. So I spent most of the morning triaging the issue list, and helping test a display issue with hex maps.
Once that was done, I switched gears to the space prototype, where Michael had a new batch of work awaiting feedback. I think we're officially good to go on all 12 fictional brands/techs now, and the next step is getting their drafts finalized.
Finally, I had slice of time left at the end of the day to resume looking into that docking pathfinding crash bug. I haven't made much progress on it yet, though. Usually, when something crashes in Unity, I get a stack trace that points to the issue, or sometimes, a nice warning that something caused a stack overflow (infinite loop).
But in this case, the app freezes before crashing, taking Unity with it. No information at all. And my attempt to log trace the crash (image above) didn't show much yet. Pretty normal output, so the crash is happening elsewhere.
I've still got a few things to try, though, before going brute force on it. (Basically, logging every function call to see what the last line is.)