Remember!
The more information you provide, the more likely it is that this bug can be fixed quickly! Also, if this was discussed in Discord / Reddit / elsewhere, it might help to include a screenshot of that discussion!
Thank you for the very detailed bug report! Again thank you for providing us a link to a game that we can evaluate the situation. I have opened up a ticket for our internal team to investigate the issue further.
Thanks for the bug report, and apologies for the delay in looking into this issue for you.
I believe we’ve already come across an issue like this before and have escalated it with the Coherent Labs team to put in a fix for the underlying issue in their SDK.
The crash occurs due to the size of the html element for the ammo display becoming too large due to the values being passed to it being out of range. In this case, it looks like the gun is being asked to hold more ammo than the clip size, which results in some logic in the widget calculating quite a large width percentage for the linear gradient used to display the ammo.
This results in a large texture buffer being created for the linear gradient, which Gameface currently does not cap to a safe limit and therefore causes the crash you’re experiencing.
We should be able to update the ammo widget to sanitize the values being used to calculate the width, but in the mean time, if you ensure the values being set are in the correct range (e.g. ensure the shotsPerClip property is updated before setting currentShotsInClip to a higher value) then you should be able to avoid the crash until we can update to a future version of the Gameface SDK, which includes a code fix.
Hope this helps, and please let me know if you have any more questions.
Hi Cereal, when the next update goes out could you please update your packages to the latest in the game you provided that crashes and let us know if this is resolved for you?
Hey. This issue should have been resolved as of the update yesterday (Patch Notes: Cybotanica Battle Pass!). If you could verify and mark this as fixed that would be great