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I believe this to be a duplicate of #3195 |
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I am recursively despawning an entity in a system executed during
CoreStage::PreUpdate
:In a different system, executed during
CoreStage::Update
, I am accessing that entity and spawning an (already loaded) scene as a child. The code below executes (several frames) before the code above:This sometimes leads to a panic:
thread 'main' panicked at 'Entity 1648v0 does not exist'
.I suspect that this is due to
parent.spawn_scene()
taking long time and somehow accessing the entity.Could someone point me out to what I am doing wrong or how to solve that situation?
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