There are so many things it could be, it would be quite time consuming to get it down to a barebones test. I think it might be the hack mentioned in this thread that caused it; using a forced collision message to update the visuals. After I removed the hack the issue hasn’t happened again.
Edit: Now it did happen again. I may need to look closer at this one after all.
I haven’t been able to replicate this consistently BUT I just started working on a completely different project and the exact same error happened. The two projects couldn’t be more different; one is a physics prototype, the other one with no physics and lots of models.
Could it have something to do with a shaky connection? The WiFi has been super spotty recently and when I got this error it had just stopped working.
Since this started to get in the way of productivity, I have created a minimal example that reproduces the issue: Random Crash.zip (2.0 MB)
Three consecutive crashes:
Things to note:
The collection is continuously loaded/unloaded in the example. This is to produce the crash quicker - if it’s loaded/unloaded less frequently crash also happens, but it takes longer.
I’m using Monarch to show/hide the troublesome collection. I doubt Monarch is responsible for the crash, but since I use it in the game it made sense to keep it in there.
I suspect the issue lies with the tilemap, but for some reason the sprite also needs to be there to produce the crash.