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我做了一个修复版本,可以试试是否ok
var worldContainers = ClusterManager.Instance.GetWorldIDs()
.Select(id => ClusterManager.Instance.GetWorld(id))
.ToList();
是的,你说的没错,点击传输端口终端就会崩溃。
KInputHandler.HandleKeyDown (KButtonEvent e) (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputController.Dispatch () (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputManager.Dispatch () (at <1f583ce96a48430ba66629e5477a0517>:0)
KInputManager.Update () (at <1f583ce96a48430ba66629e5477a0517>:0)
GameInputManager.Update () (at <1f583ce96a48430ba66629e5477a0517>:0)
Global.Update () (at <77f3589596ec401a997c2e10703c4a12>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Build: U55-660455-S
RootMenu.Refresh () (at <77f3589596ec401a997c2e10703c4a12>:0)
RootMenu.OnSelectObject (System.Object data) (at <77f3589596ec401a997c2e10703c4a12>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <1f583ce96a48430ba66629e5477a0517>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <1f583ce96a48430ba66629e5477a0517>:0)
SelectTool.Select (KSelectable new_selected, System.Boolean skipSound) (at <77f3589596ec401a997c2e10703c4a12>:0)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <77f3589596ec401a997c2e10703c4a12>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <77f3589596ec401a997c2e10703c4a12>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at