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Using TAA causing panic when entity is despawned #9721

@nicopap

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@nicopap

Discussed in #9719

Originally posted by PatrickChodowski September 8, 2023
Hello,

I added TAA to my game and I noticed it causes panic whenever I reload the scene or randomly when one of entities gets despawned:

thread 'main' panicked at 'error[B0003]: Could not insert a bundle (of type `bevy_pbr::prepass::PreviousGlobalTransform`) for entity 21v0 because it doesn't exist in this World.', /home/patrick/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_ecs-0.11.2/src/system/commands/mod.rs:957:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_pbr::prepass::update_mesh_previous_global_transforms`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!

Is there a way to avoid it? Should I set the TemporalAntiAliasSettings::reset to true everytime I am about to despawn entities? Or maybe there is a way for TAA to not track certain entities? Thank you for help

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A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behaviorP-CrashA sudden unexpected crash

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