Issue with portal nodes: Game crashes after teleporting back and re-entering

This issue did not occur previously. After upgrading to the latest version 1.3.0, I attempted to use portal nodes to switch the player between scenes.

Scene A → Scene B works fine. Then, Scene B → Scene A also works fine.

However, if the player is teleported to Scene B again at this point, the entire game will black out and crash.

I have tested this several times in my own project, and the issue always occurs.
It’s just a simple teleportation feature, so I wonder if anyone else has encountered this problem?

Update: I have already found the cause.

The crash is triggered when a camera’s tracking target is set to “Maintain State at End of Scene.”
My scenes have two cameras, each tracking different objects, with the active camera selected via a portal variable.

Having multiple cameras tracking different objects, where those objects are set to “Maintain State at End of Scene,” triggers this issue.

I tried to replicate this:

  1. Create two cameras per scene that follow different targets
  2. Made those targets Maintain State at End of Scene
  3. Went back and forth between two scenes

I couldn’t replicate the crash, maybe I missed a step?

Thanks for the reply, baz. I’ve noticed that sometimes after I update content on the forum, the translated version doesn’t get updated accordingly. This causes users of other languages to still see outdated information in the translated version. I hope the forum can optimize this.

In the latest update, I explained the issue in detail.

I believe the problem is due to my own design choices.
As you know, in my game, the camera doesn’t follow the player directly; instead, it tracks a dedicated object to enable smooth camera movements.

In Scene B, there are two cameras (Camera 0 and Camera 1), each tracking a different object.
In Scene A, a variable is used to determine which camera should be used after teleportation, based on the portal interaction.

When moving from Scene A to Scene B and selecting Camera 1, then returning to Scene A via another portal, Scene A only has one camera. However, the variable isn’t reset back to Camera 0. Since Scene A doesn’t have a Camera 1, attempting to go back to Scene B afterward causes a conflict, leading to a crash (this is my hypothesis for the cause).