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chroma's Issues

Chroma won't load

Installed the latest version of Chroma over the last one (v2.6.0 to v2.6.1) and now it won't loaded with the following error:

"libchroma.so didn't load because dlopen failed - cannot locate symbol
com beatgames beatsaber-20220820-152700

Getting SS Rank on everthing with Chroma enabled.

So I modded v1.28 and started getting SS on everything.
I disabled all extra mods (not core mods) and scores were back to normal. Then I enabled the extra mods one by one.
These didn't cause the issue:
MultiCore, Beat Together
Better song search
Song Details
BSML
Paper
Tinyxml

Then I enabled Chroma and the SS scores were back.
Chroma 2.8.0 which auto enabled:
Json Data 0.19.3
Tracks 0.8.1

1.28 final score issue

When either Noodle or Chroma is enabled on Beatsaber 1.28, all final scores will display as either S or SS depending on the actual score, if it's a C or Less, then the player will receive an S, and C or higher, an SS will be received. Reports of this bug from the following Reddit posts:

https://www.reddit.com/r/beatsaber/comments/12j5jat/score_glitch/

https://www.reddit.com/r/beatsaber/comments/12a6qs8/beat_saber_final_score_rank_not_correct/

https://www.reddit.com/r/beatsaber/comments/136wus6/does_anybody_have_any_bug_help_with_quest_128_on/

Color Alpha Being Incorrect

On some specific maps, hitting some notes will cause the alpha on the saber to be set incorrectly (either as low as it can go or as high as it can go)

Example: https://streamable.com/rg9nq2

Normally only the handle and trails are affected, but with bloom on, the entire saber will be changed.

Wether the alpha is super low or super high seems to be random. It is consistently low on your first playthrough of those maps, but playing them multiple times can have different results.

Bug with Chroma

Every time I try to enable Chroma Beat Saber crashes, if disabled there is no issue at all.
I'm on BS version 1.24.0

im curious.

why did you put the .so file and not .qmod?

Fix v2 events(1.35)

After updating to 1.35 v2 chroma lighting no longer works. Seems to be because Awake() and Start() were merged? Custom data may also not be set, need to check both.

Make a wish

The front of the platform in this map does not get moved when it is supposed to (at 2:15).

5F2CF8A4-2560-49A7-8CC4-0A88527930BE

Support for version 1.25.1

Hello,
There is missing support for the newest version of the game 1.25.1 - just letting you know in case someone missed it.
Thank you!

Background not visible

After I installed the latest version of the mod on the latest beat saber version (1.24), the song Somewhere Out There doesn't look like it should look. Everything worked fine in a previous version (1.17.1 with chroma 2.5.7).

This is how it looks like when I use the map
2119
And this is what it should look like (from here).
image

This issue is also present after restarting my quest 2. The chroma version I'm currently using is 2.6.4.

Some issues are also present in other maps. In Someone Else's Hat, the color doesn't change to red. In the previous version the color changed like it should.

1.37 Chroma breaking static lighting

I upgraded to 1.37 recently and it seems that after playing one level static lighting breaks and the level is black. The stage is still there because you can still see it in some of the lighting effects.

I played after a clean install with no issues. Adding chroma broke static lighting within the second song. Removing it brought back the static lighting.

Game crashes when using Chroma

When I enable chroma, the game crashes. I am not sure if this is because of chroma or one of its dependencies. The same happens with Noodle Extensions. I am playing on quest 1, patched using QAVS on version 1.28.0_4124311467.

Tracking: V3 Support

  • Most key renames (_lightId -> lightId)
  • Custom Components
    • Bloom fog in v3 (?)
    • TubeBloomLight
    • LightID
    • AnimateComponent
      • Rewrite Tracks to delegate properties definition to mods?
  • Note spawn effect
  • Arc/Chain coloring

Chroma v2 features -> v3 have been tested for the most part, which seem to be ok. However the v3 exclusive functionality, specifically sliders/arc coloring has not been tested.

1015

The platform at 1:03 in this map can be seen misaligned, placed too far forwards, and never going away after it is supposed to.

3C22E7B2-32F8-4D37-8160-0F8C264CE433

Chroma and PinkCore

It seems as though the new Chroma mod and PinkCore are having some compatibility issues (at least for me), w/o Chroma, mapper names show up, and w/ it, they are gone, I am also reporting this issue to Pink, I hope you can figure this out. (I suspect ChromaLite may not be fully removed, but that's just a thought)

1.37 mod doesn't work

Hello everyone. I've recently installed the 2.9.2 version for 1.37. However, the mod doesn't seem to work. It recognizes the mod as loaded, but the menu on mod settings is completely blank, and when I enter solo to get a song, I don't get the mods tab to change settings for chroma, and when trying to play chroma compatible songs, they don't change. Is there any way to solve the problem? TIA

Animating wall colors is not working

I made a map with walls that contains customData with track id

for example:

if(v3) {
for(var i = 0; i < difficulty.obstacles.length; i++) {
difficulty.obstacles[i].customData = {};
difficulty.obstacles[i].customData.track = "w";
}
}
else {
for(var i = 0; i < difficulty._obstacles.length; i++) {
difficulty._obstacles[i]._customData = {};
difficulty._obstacles[i]._customData._track = "w";
}
}

Then I make color gradient animations like this:

if(v3) { _customEvents.push( { "b": time, "t": "AnimateTrack", "d": { "track": "w", "duration": duration, "color": [ startColor.concat(0), endColor.concat(1).concat("easeOutSine") ] } } ); } else { _customEvents.push( { "_time": time, "_type": "AnimateTrack", "_data": { "_track": "w", "_duration": duration, "_color": [ startColor.concat(0), endColor.concat(1).concat("easeOutSine") ] } } ); }

It works normally on PCVR but when testing on quest the map has invisible walls
I am using version 1.28

Excessive lag on chroma enabled maps

Really appreciate your work and effort.

Chroma enabled maps seems to lag and freeze for seconds. Example: Marnik - Hocus Pocus, Up & Down, etc.

Default Colors Applied One Level Late

Specifically chroma levels that use default colors, get them applied one level late. Playing one of these levels, and then a normal level, it will not be applied to the normal level then.

Example: https://streamable.com/m6sp90
The first level is supposed to be black and white, and the second is supposed to be your default colors.

Chroma map 1e330 is broken af

com.beatgames.beatsaber-20211225-113530.mp4

Sorry if this isn't the most detailed bug report. I'm literally writing this from my quest.

This map uses the Billie Eilish environment which might affect it, idk

Or maybe it's my unorthodox way of enforcing that platform using environment removals

(i'm leaning towards the latter)

Using no flickering causes issues

If no flickering is selected on lighting options and custom color events is enabled, chroma maps will take longer to load which is usually <10 seconds but in some cases 30+ seconds. Once in song it will stutter breifly a few times at the start of the song, and in this map specifically the game will completely freeze at 59 seconds. This problem does not occur with all effects or no effects

Chroma causes issues with 360 playability

With Chroma installed/activated but even if it's turned off in game it still causes the issue. While playing 360 the lane lights/ triangles don't light up so blocks will come from surprise locations. I got it to work once i disabled Chroma in BMBF.
Standalone Quest modded 1.28

BS 1.20

Do you plan an update for 1.20 on Quest?

Chroma crashes on Beat Saber ver. 1.24.0

Every time I try to enable Chroma Beat Saber crashes.
It does start to load and shows the BS logo and then it crashes, this repeats until the Oculus Quest 2 shows a notification that it crashed multiple times.
If Chroma is disabled there is no issue at all.
I read about some issues running NoodleEx and Chroma at the same time, so I tried them both individually.
First I tried to disable other mods I am using to see if that changed anything, but sadly that is not the case.
I'm running BS version 1.24.0 and the core mods works perfectly.

I am not the only one experiencing this issue, my friend who also got the Oculus Quest 2 running the same BS version experiences the same thing when Chroma is enabled.
We have two different models of the Quest 2 but that shouldn't matter as the only difference is the 64 GB storage on his VR headset and 128 GB on mine.

I hope this is enough information to be taken seriously or then ask, and I will try to provide more details ;-)

Wavetapper

The white wall in this map occasionally doesn’t get removed when it is supposed to, covering up some of the visuals.

This can be seen at 1:12 (and all other times that animation happens)

IMG_9550.MOV

V3 Env Freeze

Playing any chroma map that uses a v3 env will cause a freeze during any scene transition after loading into the level. This can also be reproduced by turning env enhancements off, using a v3 env, and then playing any chroma map.

Maps that use only NE do not freeze. Maps that only use chroma do.

CustomJSONDataPaper.log
Log of freeze

Crash with Chroma Chroma 2.6.5 for BS 1.24

Here it is when starting game, also have Noodle installed:

*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Version '2019.4.28f1 (1381962e9d08)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'oculus/vr_monterey/monterey:10/QQ3A.200805.001/47421700667500000:user/release-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2022-10-09 23:47:42+0200
pid: 15950, tid: 15988, name: UnityMain  >>> com.beatgames.beatsaber <<<
uid: 10105
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1
Cause: null pointer dereference
    x0  0000000000000001  x1  0000006fd0fc8de8  x2  0000006fe5b0ce2f  x3  0000000000000009
    x4  0000006fd0fc8db8  x5  0000006fd0fc8db8  x6  64411f736d67ff71  x7  7f7f7f7f7f7f7f7f
    x8  0000006fd21f6164  x9  828b48151c12adc5  x10 0000000000000001  x11 0000000000000000
    x12 0000006fd06b7000  x13 0000000000000008  x14 fffffffffc000000  x15 ffffffffffffc000
    x16 0000006fede353e0  x17 0000006ff2f2f35c  x18 00000001a8000410  x19 0000000000000001
    x20 0000006fd0fc8d08  x21 0000006fd0fc8db8  x22 0000000000000009  x23 0000006fe5b0ce2f
    x24 0000006fd0fc8d40  x25 0000006fd0fcc018  x26 0000006fd0fcc018  x27 0000006e2f74cb80
    x28 0000006e2f74cae0  x29 0000006fd0fc8bb0
    sp  0000006fd0fc8bb0  lr  0000006fe7898830  pc  0000006fd22287e0

backtrace:
      #00 pc 00000000012587e0  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (il2cpp::vm::Object::GetClass(Il2CppObject* param_1)+0) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #01 pc 000000000954c82c  /data/data/com.beatgames.beatsaber/files/libcodegen.so (Il2CppClass* il2cpp_utils::ExtractClass<TMPro::TMP_Text*&>(TMPro::TMP_Text*&&&)+64) (BuildId: 9c00be916a46b307eb763ef5b029058dd95c28bf)
      #02 pc 000000000954ca7c  /data/data/com.beatgames.beatsaber/files/libcodegen.so (il2cpp_utils::FindMethodInfo::FindMethodInfo<TMPro::TMP_Text*&, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> >&>(TMPro::TMP_Text*&&&, std::__ndk1::basic_string_view<char, std::__ndk1::char_traits<char> >, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> >&&&)+88) (BuildId: 9c00be916a46b307eb763ef5b029058dd95c28bf)
      #03 pc 000000000954c928  /data/data/com.beatgames.beatsaber/files/libcodegen.so (il2cpp_utils::FindMethodInfo::FindMethodInfo<TMPro::TMP_Text*&, Il2CppClass*, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> >&>(TMPro::TMP_Text*&&&, std::__ndk1::basic_string_view<char, std::__ndk1::char_traits<char> >, std::__ndk1::vector<Il2CppClass*, std::__ndk1::allocator<Il2CppClass*> >, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> >&&&)+48) (BuildId: 9c00be916a46b307eb763ef5b029058dd95c28bf)
      #04 pc 00000000094d6544  /data/data/com.beatgames.beatsaber/files/libcodegen.so (MethodInfo const* il2cpp_utils::FindMethod<TMPro::TMP_Text*, char const (&) [10], std::__ndk1::vector<Il2CppClass*, std::__ndk1::allocator<Il2CppClass*> >, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> > >(TMPro::TMP_Text*&&, char const (&&&) [10], std::__ndk1::vector<Il2CppClass*, std::__ndk1::allocator<Il2CppClass*> >&&, std::__ndk1::vector<Il2CppType const*, std::__ndk1::allocator<Il2CppType const*> >&&)+164) (BuildId: 9c00be916a46b307eb763ef5b029058dd95c28bf)
      #05 pc 0000000009504398  /data/data/com.beatgames.beatsaber/files/libcodegen.so (TMPro::TMP_Text::get_color()+92) (BuildId: 9c00be916a46b307eb763ef5b029058dd95c28bf)
      #06 pc 0000000000485fcc  /data/data/com.beatgames.beatsaber/files/libchroma.so (BuildId: 8699000006d204ef71c832cda31c018b45188368)
      #07 pc 0000000000482280  /data/data/com.beatgames.beatsaber/files/libchroma.so (BuildId: 8699000006d204ef71c832cda31c018b45188368)
      #08 pc 000000000047f56c  /data/data/com.beatgames.beatsaber/files/libchroma.so (Chroma::ModifierViewController::DidActivate(bool)+320) (BuildId: 8699000006d204ef71c832cda31c018b45188368)
      #09 pc 0000000000477978  /data/data/com.beatgames.beatsaber/files/libchroma.so (void* custom_types::invoker_creator<void (Chroma::ModifierViewController::*)(bool)>::instance_invoke<0ul>(void (*)(Chroma::ModifierViewController*, bool), Chroma::ModifierViewController*, void**, std::__ndk1::integer_sequence<unsigned long, 0ul>)+36) (BuildId: 8699000006d204ef71c832cda31c018b45188368)
      #10 pc 000000000125a91c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo* param_1, void* param_2, void** param_3, Il2CppException** param_4)+108) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #11 pc 0000000000205e38  /data/data/com.beatgames.beatsaber/files/libquestui.so (std::__ndk1::optional<Il2CppObject*> il2cpp_utils::RunMethod<Il2CppObject*, true, UnityEngine::Component*&, bool>(UnityEngine::Component*&&&, MethodInfo const*, bool&&)+228) (BuildId: 01d0368ee3f2240a7a8362927a9a3554a700c345)
      #12 pc 0000000000205cdc  /data/data/com.beatgames.beatsaber/files/libquestui.so (QuestUI::GameplaySetupMenuTabs::GameplaySetupMenu::Activate()+132) (BuildId: 01d0368ee3f2240a7a8362927a9a3554a700c345)
      #13 pc 000000000020e98c  /data/data/com.beatgames.beatsaber/files/libquestui.so (Hooking::HookCatchWrapper<&(Hook_GameplaySetupViewController_DidActivate::hook_GameplaySetupViewController_DidActivate(GlobalNamespace::GameplaySetupViewController*, bool, bool, bool)), void (*)(GlobalNamespace::GameplaySetupViewController*, bool, bool, bool)>::wrapper(GlobalNamespace::GameplaySetupViewController*, bool, bool, bool)+68) (BuildId: 01d0368ee3f2240a7a8362927a9a3554a700c345)
      #14 pc 0000000002a48dd4  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (ViewController___Activate(ViewController* this, bool addedToHierarchy, bool screenSystemEnabling, MethodInfo* method)+136) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #15 pc 00000000016c8178  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (bool Screen_TransitionCoroutine_d_5_MoveNext(Screen_TransitionCoroutine_d_5* this, MethodInfo* method)+300) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #16 pc 0000000002120cc4  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (SetupCoroutine_InvokeMoveNext(IEnumerator* enumerator, void* returnValueAddress, MethodInfo* method)+200) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #17 pc 0000000001128b80  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (void* RuntimeInvoker_FalseVoid_Object_IntPtr(Il2CppMethodPointer pointer, MethodInfo* methodMetadata, void* obj, void** args)+28) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #18 pc 000000000125a91c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo* param_1, void* param_2, void** param_3, Il2CppException** param_4)+108) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #19 pc 00000000005d0a10  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (scripting_method_invoke(ScriptingMethodPtr param_1, ScriptingObjectPtr param_2, ScriptingArguments* param_3, ScriptingExceptionPtr* param_4, bool param_5)+164) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #20 pc 00000000005ddf60  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (Invoke(ScriptingInvocation* this, ScriptingExceptionPtr* param_1, bool param_2)+128) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #21 pc 00000000005e5a38  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (InvokeMoveNext(Coroutine* this, ScriptingExceptionPtr* param_1)+152) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #22 pc 00000000005e562c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (Run(Coroutine* this, bool* param_1)+44) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #23 pc 00000000005e7644  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (TryCreateAndRunCoroutine(MonoBehaviour* this, ScriptingObjectPtr param_1, ScriptingMethodPtr param_2, Coroutine** param_3)+288) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #24 pc 00000000005e7a08  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (StartCoroutineManaged2(MonoBehaviour* this, ScriptingObjectPtr param_1)+68) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #25 pc 00000000006b7fd8  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (MonoBehaviour_CUSTOM_StartCoroutineManaged2(ScriptingBackendNativeObjectPtrOpaque* param_1, ScriptingBackendNativeObjectPtrOpaque* param_2)+192) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #26 pc 0000000001704d64  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (FlowCoordinator_PresentFlowCoordinator(FlowCoordinator* this, FlowCoordinator* flowCoordinator, Action* finishedCallback, ViewController_AnimationDirection__Enum animationDirection, bool immediately, bool replaceTopViewController, MethodInfo* method)+404) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #27 pc 00000000022fb0e8  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (Action_2_Object_Int32Enum__Invoke(Action_2_Object_Int32Enum_* this, Object* arg1, Int32Enum__Enum arg2, MethodInfo* method)+632) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #28 pc 0000000001549050  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (MainMenuViewController_HandleMenuButton(MainMenuViewController* this, MainMenuViewController_MenuButton__Enum menuButton, MethodInfo* method)+364) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #29 pc 0000000001f71cbc  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (Action_Invoke(Action* this, MethodInfo* method)+484) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #30 pc 0000000001f90d88  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (UnityAction_Invoke(UnityAction* this, MethodInfo* method)+484) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #31 pc 0000000001f9d8d0  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (UnityEvent_Invoke(UnityEvent* this, MethodInfo* method)+344) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #32 pc 0000000001f3e55c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (ExecuteEvents_EventFunction_1_System_Object__Invoke(ExecuteEvents_EventFunction_1_System_Object_* this, Object* handler, BaseEventData* eventData, MethodInfo* method)+952) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #33 pc 0000000001528500  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (bool ExecuteEvents_Execute_31(GameObject* target, BaseEventData* eventData, ExecuteEvents_EventFunction_1_IUpdateSelectedHandler_* functor, MethodInfo* method)+776) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #34 pc 0000000002a6d364  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (VRInputModule_ProcessMousePress(VRInputModule* this, MouseButtonEventData* data, MethodInfo* method)+1396) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #35 pc 0000000002a6cc90  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (VRInputModule_Process(VRInputModule* this, MethodInfo* method)+120) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #36 pc 0000000001115c54  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (void* RuntimeInvoker_TrueVoid_(Il2CppMethodPointer pointer, MethodInfo* methodMetadata, void* obj, void** args)+16) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #37 pc 000000000125a91c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo* param_1, void* param_2, void** param_3, Il2CppException** param_4)+108) (BuildId: fe7a0bfadd559e40628dd7ca29b8558a97f4f022)
      #38 pc 00000000005d0a10  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (scripting_method_invoke(ScriptingMethodPtr param_1, ScriptingObjectPtr param_2, ScriptingArguments* param_3, ScriptingExceptionPtr* param_4, bool param_5)+164) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #39 pc 00000000005ddf60  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (Invoke(ScriptingInvocation* this, ScriptingExceptionPtr* param_1, bool param_2)+128) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #40 pc 00000000005e73dc  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (CallUpdateMethod(MonoBehaviour* this, int param_1)+292) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #41 pc 00000000004378b0  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (CommonUpdate<BehaviourManager>(BaseBehaviourManager* this)+204) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #42 pc 000000000050be04  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem* param_1)+80) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #43 pc 000000000050be38  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (ExecutePlayerLoop(NativePlayerLoopSystem* param_1)+132) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #44 pc 000000000050c07c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (PlayerLoop(void)+344) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #45 pc 0000000000647eb4  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (UnityPlayerLoop(void)+704) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #46 pc 000000000065bc24  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/lib/arm64/libunity.so (nativeRender(_JNIEnv* param_1, _jobject* param_2)+72) (BuildId: 7f44ab8514291a0995548f41d0f2ac45c93a157d)
      #47 pc 000000000000bf5c  /data/app/com.beatgames.beatsaber-6NCPcJudZK4ZCvPCOI4n9w==/oat/arm64/base.odex

Chroma mod loads but does not function

I recently updated this mod via modsbeforefriday to v2.9.3 on beatsaber version 1.37 and the mod list on the left of the opening screen is detected and can be toggled on and off, but when I select a level that requires it, it shows the mod as missing. I also tried uninstalling and reinstalling it and nothing changed.

Chroma making in-game modifers not work

I was told to file an issue here because after I'm having a problem where the default in-game modifiers like No Fail and No Arrow don't work whenever Chroma is installed and active on Beat Saber 1.24.

The only mods I have installed are:
Core Mods
Paperlog
Tracks
CustomJSONData
Chroma

Whenever Chroma is installed and turned on, I still fail and the blocks still have arrows even though the two in-game modifiers are turned on. But when Chroma is disabled, No Fail and No Arrows work properly.

Please fix this bug. Thank you in advance.

Crash.

Chroma maps crashes the game.

Chroma Obstacle API bug

Heya!

When using the latest version of the Chroma API I have found that when colouring all walls at once using the setAllObstacleColorSafe method doesn't actually colour the walls, instead leaving them as the user's set colour. I can confirm the colour I'm using is valid as well due to me using the same function for setting the notes, bombs and lights.

Link to what I'm doing here.

also off topic but slight problem with lighting. Either I can't figure out how to do the light colouring for events or the same problem is happening here as with the walls, link to the light stuff here.

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