0 votes

Hello. I am getting this fatal error when testing my game. I am using the mono version of Godot, I am doing everything with C# scripts.

ERROR: godot_icall_Reference_Disposed: FATAL: Condition "!Object::cast_to<Refere
nce>(p_ptr)" is true.
   At: modules/mono/glue/base_object_glue.cpp:85

=================================================================
        Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
        Managed Stacktrace:
=================================================================
          at <unknown> <0xffffffff>
          at Godot.Object:godot_icall_Reference_Disposed <0x000c4>
          at Godot.Object:Dispose <0x001e2>
          at Godot.Object:Finalize <0x000a4>
          at System.Object:runtime_invoke_virtual_void__this__ <0x00184>
=================================================================

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
ERROR: Resource file not found: res://.
   At: core/io/resource_loader.cpp:287

It happens quite frequently, but not consistently at all -- I have a save system implemented and whenever I reload a save after a crash, the crash will likely not happen at the same place. Could anyone help me understand what could I be doing wrong? Why is there no real C# stack trace? Thank you very much.

Godot version v3.3.4.stable.mono.official [faf3f883d]
in Engine by (12 points)

Have you fixed this issue? If not, can you provide us the part of your source code?

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.