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unable to add road, Throws ArrayIndexOutOfBoundsexception #61

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MrAnshuRaj opened this issue Jan 9, 2024 · 0 comments
Open

unable to add road, Throws ArrayIndexOutOfBoundsexception #61

MrAnshuRaj opened this issue Jan 9, 2024 · 0 comments

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@MrAnshuRaj
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Console:
IndexOutOfRangeException: Index was outside the bounds of the array.
RoadArchitect.Terraforming.TerrainsReset (RoadArchitect.Road _road) (at Assets/RoadArchitect/Scripts/Terrain/Terraforming.cs:619)
RoadArchitect.Terraforming.ProcessRoadTerrainHook1Do (RoadArchitect.SplineC& _spline, RoadArchitect.Road& _road, System.Boolean _isMultithreaded) (at Assets/RoadArchitect/Scripts/Terrain/Terraforming.cs:131)
RoadArchitect.Terraforming.ProcessRoadTerrainHook1 (RoadArchitect.SplineC _spline, RoadArchitect.Road _road, System.Boolean _isMultithreaded) (at Assets/RoadArchitect/Scripts/Terrain/Terraforming.cs:119)
RoadArchitect.Road.UpdateRoad (RoadArchitect.RoadUpdateTypeEnum _updateType) (at Assets/RoadArchitect/Scripts/Road.cs:766)
RoadArchitect.Construction.InsertNode (RoadArchitect.Road _road, System.Boolean _isForcedLoc, UnityEngine.Vector3 _forcedLoc, System.Boolean _isPreNode, System.Int32 _insertIndex, System.Boolean _isSpecialEndNode, System.Boolean _isInterNode) (at Assets/RoadArchitect/Scripts/Construction.cs:216)
RoadArchitect.RoadEditor.OnSceneGUI () (at Assets/RoadArchitect/Scripts/Editor/RoadEditor.cs:1400)
(wrapper dynamic-method) System.Object.lambda_method(System.Runtime.CompilerServices.Closure,UnityEditor.Editor)
UnityEditor.SceneView.CallOnSceneGUI () (at <78fe3e0b66cf40fc8dbec96aa3584483>:0)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <78fe3e0b66cf40fc8dbec96aa3584483>:0)
UnityEditor.SceneView.DoOnGUI () (at <78fe3e0b66cf40fc8dbec96aa3584483>:0)
UnityEditor.SceneView.OnSceneGUI () (at <78fe3e0b66cf40fc8dbec96aa3584483>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at :0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at :0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.UnityEngine.UIElements.IEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel iPanel) (at :0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at :0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at :0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at :0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at :0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at :0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)

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