Hey,
I’ve been struggling with Rapier errors as of today when loading prefabs with colliders attached.
Here’s the bug report:
opened 03:51PM - 23 Nov 23 UTC
closed 04:40PM - 23 Nov 23 UTC
bug
### Describe the bug 💬
Getting runtime errors lately using NE 3.25.3, not sure … at which version this actually broke but I started noticing it today when running a scene which loads prefabs/glbs with collider components.
Scene loads several (15-20) npc different prefabs with animator animations using:
```
async awake() {
await this.prefabObject?.instantiate(this.gameObject);
}
```
I sort of verified that it was the NE version causing this by reverting to a commit I did 14 days ago when I know things were working fine and doing a complete reinstall + export which gave me the same issue.
Console output:
```
debug_overlay.ts:23 Error creating collider "HansA"
Error: Error: recursive use of an object detected which would lead to unsafe aliasing in rust
at I3.wbg.__wbindgen_throw (rapier_wasm3d.js:4504:15)
at 00527bbe:0x139b1b
at 00527bbe:0x139b37
at 00527bbe:0xe2e4f
at H.createCollider (rapier_wasm3d.js:932:18)
at MI.createCollider (collider_set.ts:79:31)
at sI.createCollider (world.ts:342:31)
at _RapierPhysics.createCollider (engine_physics_rapier.ts:760:36)
at _RapierPhysics.addBoxCollider (engine_physics_rapier.ts:534:14)
at BoxCollider.onEnable (Collider.ts:101:38)
```
Could it have been caused by the recent performance improvement in 3.25.3? I'm not really a web developer so I don't know how to revert to previous NE runtime versions and verify.
### Operating System 👩💻
Windows, Android (mobile)
### What browsers are you seeing the problem on? 🏄♂️
Chrome
### Editor Version 🎲
2022.x
### Needle Exporter version
3.25.3 and 3.21.2
### Project Info (Unity only) 📜
_No response_
### Steps to reproduce 🔢
```bash
1. instantiate prefab object with collider attached using
async awake() {
await this.prefabObject?.instantiate(this.gameObject);
}
2. Sometimes I had to load several objects this way to repro the issue.
Hope this helps.
```
### Reproduction ♻
_No response_
### Discord or Discussion link
_No response_
### Validations 🩹
- [X] Follow our [Code of Conduct](https://github.com/needle-tools/needle-engine-support/blob/main/CODE_OF_CONDUCT.md)
- [X] Read the [docs](https://docs.needle.tools).
- [X] Check that there isn't [already an issue](https://github.com/needle-tools/needle-engine-support/issues) that reports the same bug to avoid creating a duplicate.
- [X] Make sure this is a Needle-Engine-specific issue. For example if it's a Unity related bug, it should be reported to [Unity](https://unity3d.com/unity/qa/bug-reporting) instead.
- [X] Check that this is a concrete bug. For Q&A open a [GitHub Discussion](https://github.com/needle-tools/needle-engine-support/discussions) or join our [Discord Chat Server](https://discord.needle.tools).
- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.
Original Post on Discord
by user 427134081860501507
Hi, I’ve just replied there and I believe the latest release should fix this. Would be great if you could update (it got released a second ago)
Thanks, I’ll give it a try🙂
by user 427134081860501507
3.25.4 seems fix to it. Thanks @Marcel_Wiessler1
I just replied the same to the report.
by user 427134081860501507
Great ! Thanks for reporting
Ok so one quick observation, looks like some colliders now gets the wrong world position, looks a bit random which collider gets affected. Pretty sure this is a recent regression.
by user 427134081860501507
Hi, if you could send a repro of this for cases where it happens it would be great
Here you go
opened 08:03AM - 24 Nov 23 UTC
closed 10:50AM - 04 Dec 23 UTC
bug
### Describe the bug 💬
Colliders end up in the wrong location. Seems to be rela… ted with parent rotation.
### Operating System 👩💻
Windows
### What browsers are you seeing the problem on? 🏄♂️
Chrome
### Editor Version 🎲
2022.x
### Needle Exporter version
3.24.0
### Project Info (Unity only) 📜
_No response_
### Steps to reproduce 🔢
```bash
1. Import package, setup scene with Needle
2. Add &showColliders url param to scene url.
3. Collider does not have the right position
```
### Reproduction ♻
[ColliderCenterOffsetBug.zip](https://github.com/needle-tools/needle-engine-support/files/13456522/ColliderCenterOffsetBug.zip)
### Discord or Discussion link
_No response_
### Validations 🩹
- [X] Follow our [Code of Conduct](https://github.com/needle-tools/needle-engine-support/blob/main/CODE_OF_CONDUCT.md)
- [X] Read the [docs](https://docs.needle.tools).
- [X] Check that there isn't [already an issue](https://github.com/needle-tools/needle-engine-support/issues) that reports the same bug to avoid creating a duplicate.
- [X] Make sure this is a Needle-Engine-specific issue. For example if it's a Unity related bug, it should be reported to [Unity](https://unity3d.com/unity/qa/bug-reporting) instead.
- [X] Check that this is a concrete bug. For Q&A open a [GitHub Discussion](https://github.com/needle-tools/needle-engine-support/discussions) or join our [Discord Chat Server](https://discord.needle.tools).
- [X] The provided reproduction is a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) of the bug.
by user 427134081860501507
Hi sorry if i wasnt clear but you can simply send bugreports including all necessary files (only what’s used in the current scene + the web project) privately to our servers using this menu item:
For future reference that’s much easier
we also log an issue for those internally so it’s already tracked then. But thanks for the scene!
Should be fixed in the next update - I’ll add your scene to our test scenes and verify I didnt break anything else
Yeah I remember having read that now🤦♂️ thanks
by user 427134081860501507
Do you have test scenes for colliders with trigger behaviors as well? I’m seeing a lot of trigger events not working as expected in my scenes atm.
by user 427134081860501507
Yes the scene has both - could it be because of colliders not being at the right position?
It could be caused by the change to not create physics rigidbodies implictly anymore if the collider doesnt have one in Unity. I’ll double check
Yeah, I checked where the colliders were positioned, that’s sort of how I saw that some of them has wrong offsets. But even when entering them no trigger event happened.
by user 427134081860501507
How do you receive the events? I have a little test scene here with a collider set to trigger, no rigidbody, this one receives the onTriggerEnter event