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Issue description:
I was implementing a kind of state machine and ran into the Stack Underflow (Engine Bug) problem, which has been mentioned in issue #30269. It seems to occur at specific times when using the yield(gdfunctionstate, "completed") kind of code.
Steps to reproduce:
Open the project, run and press space (or any of the default "ui_accept" action keys).
All the code in the minimal reproduction project is in the Main.gd file:
extends Node2D
class Runner:
signal ContinueExecution()
func continue_excution ():
emit_signal("ContinueExecution")
func run_data ():
var run_state = run_branch()
if run_state is GDScriptFunctionState:
yield(run_state, "completed")
return run_state
func run_branch ():
yield(self, "ContinueExecution")
var data_intpr := Runner.new()
func _ready():
data_intpr.run_data()
func _process(delta):
if Input.is_action_just_pressed("ui_accept"):
data_intpr.continue_excution()
Godot version:
3.2-dev (fb5e8b5)
OS/device including version:
Windows 10 x64
Issue description:
I was implementing a kind of state machine and ran into the
Stack Underflow (Engine Bug)
problem, which has been mentioned in issue #30269. It seems to occur at specific times when using theyield(gdfunctionstate, "completed")
kind of code.Steps to reproduce:
Open the project, run and press
space
(or any of the default "ui_accept" action keys).All the code in the minimal reproduction project is in the
Main.gd
file:Minimal reproduction project:
Stack Underflow Yield problem.zip
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