Manual Mode: Manually banishing a card from deck UI polish issue

  1. Bug description
    If this is not a bug, then take this entry as feedback. When banishing a card face down from the deck in manual mode, the “face up” card art is a card boarder texture, transparent background, and a white square.

  2. Bug reproduction steps

  1. Host a game in manual mode with someone or AI
  2. Click the deck and select Move

Behavior:
The orientation selection widget pops up and on the left is a correctly displayed card back, on the right is a card border texture and a square.

  1. Screenshot OR error code

Apparently Omega failed to download the card front, indicated in logs

Logs

Loading player data from D:/games/YGO Omega_Data/data.unity3d
Initialize engine version: 2021.3.3f1 (af2e63e8f9bd)
[Subsystems] Discovering subsystems at path D:/games/YGO Omega_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1080 Ti (ID=0x1b06)
Vendor: NVIDIA
VRAM: 11128 MB
Driver: 30.0.14.7111
Initializing input.

New input system (experimental) initialized
Initialized touch support.

UnloadTime: 0.242800 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 84)
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 8021.
Total: 11.256500 ms (FindLiveObjects: 0.386000 ms CreateObjectMapping: 0.394900 ms MarkObjects: 10.463800 ms DeleteObjects: 0.011400 ms)

GTFW: HTTP/1.1 404 Not Found
FROM:https://cdn.discordapp.com/avatars/339879417125928960/c3d30935dfb65706c0aa4240c0dc43e4.png?size=128
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager.d__129:MoveNext()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1:SetResult(TResult)
Extensions.d__3:MoveNext()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
Utilities.Async.SimpleCoroutineAwaiter1:Complete(T, Exception) Utilities.Async.<ReturnSelf>d__21:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

  1. Expected behavior
    The card art for “face up” should be an asset that clearly indicates “unknown card” since in this case, the player should not know what card it is.

  2. What OS are you using
    Windows 10

  3. Suggested fix
    It should be something more deliberate looking, like a card with a question mark on it or something, so that it doesn’t just look like an object tried to load with a null texture.

  4. Note
    While messing around in this state I noticed that clicking the “face up” orientation doesn’t actually banish the card face up which I think is another bug. If I can get clear repro steps for that I will bug that too.