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?

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