Weird code that should be simple fix ... bug?


#1

while:
this.SHX += this.entity.animation.currentTime/this.perfHast_testerAnim; console.log('AnimCurrTime: ’ +this.entity.animation.currentTime + 'this.perfHast_testerAnim: '+this.perfHast_testerAnim + ‘SHX’+this.SHX);

‘this.SHX’ outputs as ‘NaN’
why?


#2

this.entity.animation.currentTime and this.perfHast_testerAnim are numbers?

Usually NaN is returned in case of errors of mathematical operations. For example, console.log('example' * 2) returns NaN.


#3

Yes numbers

It has worked before, so here is the top of the console (ps: actually just removed the fps-script):

Powered by PlayCanvas 1.14.0 b9681f3
playcanvas-stable.js:18677 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page. https://goo.gl/7K7WLu
SoundManager @ playcanvas-stable.js:18677
messenger.js:80 messenger connected
playcanvas-stable.js:422 WARNING: responseType: text being served with Content-Type: text/x-glsl
warning @ playcanvas-stable.js:422
playcanvas-stable.js:422 WARNING: responseType: text being served with Content-Type: text/html
warning @ playcanvas-stable.js:422
playcanvas-stable.js:422 WARNING: responseType: text being served with Content-Type: text/css
warning @ playcanvas-stable.js:422
playcanvas-stable.js:21700 script registry already has ‘fps’ script, define ‘swap’ method for new script type to enable code hot swapping


#4

Logs, that you provided, do not reflect the essence of the problem. I think, you can recreate your problem on the test scene and provide a link to the project.


#5

I found some smaller hints to the problem myself now. Actually its related to me launching the previous scene vs only launching this one (where it puts out ‘Nan’). I consider this be kinde of solved now, but I have found several issues in relation to scenechanges … will post those as well hereafter