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  1. ContextStillHasRetainedEntitiesException: 'Game' detected retained entities although all entities got destroyed!
  2. Did you release all entities? Try calling systems.ClearReactiveSystems()before calling context.DestroyAllEntities() to avoid memory leaks.
  3. Entity_6(*1)() - ReactiveSystem(ResourceEventSystem)
  4. Entity_4(*1)() - ReactiveSystem(ResourceEventSystem)
  5. Entitas.Context`1[TEntity].DestroyAllEntities () (at <7210ba8320cb4f818bdcb5d664f91b9c>:0)
  6. Entitas.Context`1[TEntity].Reset () (at <7210ba8320cb4f818bdcb5d664f91b9c>:0)
  7. GameController.ClearSystemAndEntity () (at Assets/Scripts/BasedNBattle/EntitasControllers/GameController.cs:448)
  8. GameSceneManager+<LoadMainSceneCR>d__11.MoveNext () (at Assets/Scripts/Utils/GameSceneManager.cs:177)
  9. UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
  10. UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
  11. AlleyLabs.Game.GameInit:AlleyLabs.Revolts.IRoutineRunner.StartCoroutine(IEnumerator)
  12. GameSceneManager:LoadMainScene() (at Assets/Scripts/Utils/GameSceneManager.cs:134)
  13. WinLoseListener:LoadMainScene() (at Assets/Scripts/BasedNBattle/EventListener/WinLoseListener.cs:289)
  14. UnityEngine.EventSystems.EventSystem:Update()
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