• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by pastersteli · Oct 21, 2021 at 10:50 AM · dots

error when destroyin childs

 NativeArray<Entity> main = _queryControl.ToEntityArray(Allocator.Persistent);
         for(int i = 0; i < main.Length; i++)
         {
             DynamicBuffer<Child> child = _entityManager.GetBuffer<Child>(main[i]);
             for (int t = 0; t < child.Length; t++)
             {
                 _entityManager.DestroyEntity(child[t].Value);
             }
         }
         main.Dispose();


When destroying child entities, an error occurs: I dont change the array on entities in the array@andrew-lukasik

 InvalidOperationException: The NativeArray has been deallocated, it is not allowed to access it
 Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <17ad9609ae064f2c9315931ff97adcf1>:0)
 Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <17ad9609ae064f2c9315931ff97adcf1>:0)
 Unity.Entities.DynamicBuffer`1[T].CheckReadAccess () (at Library/PackageCache/com.unity.entities@0.11.1-preview.4/Unity.Entities/Iterators/DynamicBuffer.cs:135)
 Unity.Entities.DynamicBuffer`1[T].get_Length () (at Library/PackageCache/com.unity.entities@0.11.1-preview.4/Unity.Entities/Iterators/DynamicBuffer.cs:74)
 Level2Manager+<DoneStream>d__20.MoveNext () (at Assets/Level2/Scripts/Level2Manager.cs:90)
 UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <17ad9609ae064f2c9315931ff97adcf1>:0)
 UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
 Level2Manager:Done() (at Assets/Level2/Scripts/Level2Manager.cs:65)
 UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Hub/Editor/2019.4.18f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by awsapps · Oct 21, 2021 at 11:59 AM

I don't fully understand your question, but usually, to destroy an array, you have to go backwards...

 for(int i = entitiers.Length-1; i >= 0; i--)
 {
     // Destroy entities[i]
 }

sometime

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image pastersteli · Oct 21, 2021 at 06:32 PM 0
Share

May be problem was about that because a quick solution was getting array again. Normally an array that allocated, don not change in c/c++. Is that problem about using dynamic buffer or c# do u know?

  NativeArray<Entity> main = _queryControl.ToEntityArray(Allocator.Persistent);
         for(int i = 0; i < main.Length; i++)
         {
             DynamicBuffer<Child> child = _entityManager.GetBuffer<Child>(main[i]);
             for (int t = 0; t < child.Length; t++)
             {
                 
                 _entityManager.DestroyEntity(child[t].Value);
                 child = _entityManager.GetBuffer<Child>(main[i]);
             }
         }
         main.Dispose();

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

129 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Get GameObject dependencies only once for JobComponentSystem 1 Answer

Can the burst compiler be used for any code? 0 Answers

Does DOTS have a animation component? 1 Answer

Someone Please provide reference materials for starting with Unity Dots 1 Answer

ECS System OnUpdate not being called on Unity 2020.1b7 + UniRx 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges