Hello,
I had the following Lua code in a script (I’ll just cut it down to the bare minimum for example purposes):
path = pathfinder:getPath() -- This C++ function returns a Vector<Vector3>&, which happens to be empty
self.node:SetPosition(path[1]);
This, as expected, causes my application to crash with a segmentation fault because of path[1] being nil.
I thought URHO3D_SAFE_LUA added checkings for this kind of errors, which would help as I’m using Lua mainly to do quick prototypes and the final code is done in C++. But compiling with that option didn’t change anything in the above script.
So my question is. Should URHO3D_SAFE_LUA have caught that? And in any case, what does the flag actually do? The documentation is kind of vague in that sense.
Thank you!