{"comment":{"url":"https://api.github.com/repos/ferram4/Ferram-Aerospace-Research/comments/17207947","html_url":"https://github.com/ferram4/Ferram-Aerospace-Research/commit/2a108708cb5d0a62d654322241ecfb872106a38c#commitcomment-17207947","id":17207947,"user":{"login":"ferram4","id":6935754,"avatar_url":"https://avatars.githubusercontent.com/u/6935754?v=3","gravatar_id":"","url":"https://api.github.com/users/ferram4","html_url":"https://github.com/ferram4","followers_url":"https://api.github.com/users/ferram4/followers","following_url":"https://api.github.com/users/ferram4/following{/other_user}","gists_url":"https://api.github.com/users/ferram4/gists{/gist_id}","starred_url":"https://api.github.com/users/ferram4/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/ferram4/subscriptions","organizations_url":"https://api.github.com/users/ferram4/orgs","repos_url":"https://api.github.com/users/ferram4/repos","events_url":"https://api.github.com/users/ferram4/events{/privacy}","received_events_url":"https://api.github.com/users/ferram4/received_events","type":"User","site_admin":false},"position":null,"line":null,"path":"","commit_id":"2a108708cb5d0a62d654322241ecfb872106a38c","created_at":"2016-04-22T03:22:56Z","updated_at":"2016-04-22T03:22:56Z","body":"@neuoy pinging you because I worry there might be more issues like this and you remember the changes you made and what's crucial and what's not:\r\n\r\nTurns out that it's very important that FAR be able to call Unity's version of a null check within this, since it can check if the object is actually destroyed rather than if the reference is simply null.  End result is that there were situations where if a part were destroyed before this could finish the thread would be stuck in a loop forever.  Fixing this seems to have gotten the issue, but I don't know if I implemented this correctly to function with the debug or if I missed anything."}}