Comments (3)
I think you've found a legitimate bug there. Looks like the if (objects.Count == 0 && children.Length == 0)
check should also be checking whether children is null. Your objects == null
part should be unnecessary as objects is assigned right away and never cleared.
Try this:
if (objects.Count == 0 && (children == null || children.Length == 0)) {
return this;
}
I've also just updated this repo with that change.
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This seems to prevent the issue. I'm not familiar with the pull request process, so I'll just let you make the change when you are able.
Thanks! :)
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All good, it's done.
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Related Issues (19)
- Performance Upgrades HOT 17
- Update Position HOT 13
- ShrinkIfPossible method bug HOT 5
- Point.Normalize is giving stack overflow HOT 2
- Index Out of Range in "ShrinkIfPossible" HOT 2
- Create unit tests HOT 1
- Nodes who have children shouldn't contain any OctreeObject HOT 3
- ShrinkIfPossible bug HOT 9
- Feature Request - GetNearby(Vector3 point, int requestedResults) HOT 3
- has a fast way to update a Object? HOT 1
- BoundsOctreeNode.GetColliding can be faster HOT 1
- How to initiate it? HOT 1
- Getting started resoruces? HOT 1
- Add example project HOT 1
- Does growing actually work? HOT 2
- Possible bug with maxDistance HOT 1
- Main difference HOT 1
- Shrink Problem HOT 3
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