ActorGroup.actor lost reference with prefab

Slate Forums Support ActorGroup.actor lost reference with prefab

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  • #1295
    jakin
    Participant

    Follow step
    1, Create a new cutscene_A
    2, Drag any prefab_B from Resources into Slate Editor to create a ActorGroup with prefab_B
    3, Drag cutscene_A into Resources to create cutscene_A prefab
    4, Click Slate Editor Button Play and Stop in Unity Editor Mode
    5, Click Unity Play Button into Play Mode and will find ActorGroup.actor is miss prefab reference

    I find the problem is last do the code
    foreach(var o in cutscene.GetComponentsInChildren(typeof(IDirectable), true).Cast<Object>() ){
    EditorUtility.SetDirty(o);
    ==> if o == ActorGroup, o.actor is SomeGameObject(clone) when play and stop in editor mode,
    so into unity play mode o.actor will miss prefab reference, because SomeGameObject(Clone) destroyed
    }

    and I fix the problem is set willDirty = true after click slate stop button`
    if (GUILayout.Button(Styles.stopIcon, (GUIStyle)”box”, GUILayout.Width(20), GUILayout.Height(20))){

    Stop(false);
    willDirty = true;
    Event.current.Use();
    }

    #1296
    Gavalakis
    Keymaster

    Hello,
    Thanks for the bug report.
    I will take a look at this and yours, or another fix ASAP 🙂

    Thanks again.

    Join us on Discord: https://discord.gg/97q2Rjh

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