Day3 Public Fixed [top] - Malevolent Planet Unity2d Day1 To
for (int i = corruptedChunks.Length - 1; i >= 0; i--) corruptedChunks[i].transform == null) Debug.LogWarning($"Malevolent Planet: Null chunk skipped at index i"); continue; // The fix: Use StartCoroutine to delay parenting StartCoroutine(DelayedReparent(corruptedChunks[i].gameObject, malevolentCore.gameObject, currentDay));
public void OptimizeCollision(int day)
The community forums have been flooded with one specific search query over the last 72 hours: malevolent planet unity2d day1 to day3 public fixed
The public build attempted to dynamically reparent corrupted tilemap chunks during the day transition. Due to Unity 2D’s Tilemap rendering order, the SetParent() method was being called on a Transform that was already queued for destruction by the garbage collector. Step-by-Step Fix: From Day 1 Failure to Day 3 Stability Here is the exact fix deployed by the community patch group. If you are reading this, you no longer have to scrap your project. Step 1: Locate the Offending Script Navigate to Assets/Scripts/Core/MalevolentPlanetTerrain.cs . Look for the TransitionToNextDay() method (usually lines 240–270 in the public build). for (int i = corruptedChunks
public void OnAfterDeserialize() Because Malevolent Planet relies heavily on Tilemap.renderer and SpriteShape , the public build suffered from memory spikes. Here is how to keep Days 1 through 3 running at 60 FPS. 1. Disable Unused Composite Colliders Between Day 1 and Day 2, the procedural corruption adds 500+ edge colliders. Fix: In the PlanetHeart script, add: If you are reading this, you no longer
The verified fix requires delaying the reparenting until the EndOfFrame and checking for null parents. This is now the standard patch for malevolent planet unity2d day1 to day3 public fixed .