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Asked By | bastagedgak |
Hello. I am getting this fatal error when testing my game. I am using the mono version of Godot, I am doing everything with C# scripts.
ERROR: godot_icall_Reference_Disposed: FATAL: Condition "!Object::cast_to<Refere
nce>(p_ptr)" is true.
At: modules/mono/glue/base_object_glue.cpp:85
=================================================================
Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
=================================================================
Managed Stacktrace:
=================================================================
at <unknown> <0xffffffff>
at Godot.Object:godot_icall_Reference_Disposed <0x000c4>
at Godot.Object:Dispose <0x001e2>
at Godot.Object:Finalize <0x000a4>
at System.Object:runtime_invoke_virtual_void__this__ <0x00184>
=================================================================
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
ERROR: Resource file not found: res://.
At: core/io/resource_loader.cpp:287
It happens quite frequently, but not consistently at all – I have a save system implemented and whenever I reload a save after a crash, the crash will likely not happen at the same place. Could anyone help me understand what could I be doing wrong? Why is there no real C# stack trace? Thank you very much.
Have you fixed this issue? If not, can you provide us the part of your source code?
juppi | 2021-11-06 15:16