Search found 20 matches
- Mon Sep 23, 2019 6:39 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4721
Re: ArgumentException when deleting a component in a prefab
sO I tried to debug this by adding some code in the ES3SerializableDictionary.OnAfterDeserialize which accidentally broke things and cleared all the references in the ReferenceManager. Refreshing References did not add any reference with null guids. I could try adding a button to force clear all ref...
- Mon Sep 23, 2019 6:17 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4721
Re: ArgumentException when deleting a component in a prefab
This data is located in the .unity scene file under the ES3ReferenceMgr properties: MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 586162896} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fil...
- Mon Sep 23, 2019 12:12 am
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4721
Re: ArgumentException when deleting a component in a prefab
This may be related: I have a few prefabs and scenes which contain localRefs or idRefs with null guids like this: - {fileID: 2, guid: 00000000000000000000000000000000, type: 0} - {fileID: 2, guid: 00000000000000000000000000000000, type: 0} - {fileID: 2, guid: 00000000000000000000000000000000, type: ...
- Mon Sep 09, 2019 11:57 pm
- Forum: General Discussion
- Topic: Reference manager not refreshing references on play
- Replies: 1
- Views: 1285
Reference manager not refreshing references on play
Hi, on the ES3ReferenceMgr component, it says that the references will be updated on Play. However, I still need to manually refresh reference by clicking the button when adding objects in my scene otherwise those objects will be duplicated when saving and loading. When looking in the code, I see th...
- Mon Sep 09, 2019 11:53 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4721
Re: ArgumentException when deleting a component in a prefab
Hi Joel, this happens every time in my project when I do this: 1) Open prefab asset containing an ES3Prefab component (not just select it but open the prefab by double clicking it) 2) Right click on any component in the the inspector and select Remove Component The error appears immediately in the c...
- Thu Sep 05, 2019 9:14 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4721
ArgumentException when deleting a component in a prefab
Hey, I get this exception when deleting a component in prefabs that have an ES3Prefab component on it. ArgumentException: An item with the same key has already been added. Key: null System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.Ins...
- Mon Aug 19, 2019 11:06 pm
- Forum: Feature Requests
- Topic: - Post your Feature Requests in this thread -
- Replies: 85
- Views: 120391
Re: - Post your Feature Requests in this thread -
Thanks for your answer. The problem I have is that often times I want to save properties instead of fields which means that I have to create custom ES3Types because properties are not saved automatically. I could probably write up some sort of validator which parses every ES3Type file I have created...
- Fri Aug 16, 2019 11:24 pm
- Forum: Feature Requests
- Topic: - Post your Feature Requests in this thread -
- Replies: 85
- Views: 120391
Re: - Post your Feature Requests in this thread -
Hey Joel, I have created over 70 ES3Type_*** to support all the types I have in my game. It is now very easy to create errors in my code base if I change the structure of a monoBehaviour that has a corresponding ES3Type. Like if I change a private field or property, it will not trigger a compile err...
- Mon Aug 12, 2019 6:34 pm
- Forum: General Discussion
- Topic: Field referencing other GameObject is null when loaded
- Replies: 2
- Views: 1445
Re: Field referencing other GameObject is null when loaded
I guess I never received your email but thanks for your answer here!!
That seem to have done the trick. Since it was a private field, I had to create WritePrivateField() variant that takes in a ES3.ReferenceMode parameter in ES3Writer.cs.
Thanks again
That seem to have done the trick. Since it was a private field, I had to create WritePrivateField() variant that takes in a ES3.ReferenceMode parameter in ES3Writer.cs.
Thanks again
- Sat Aug 10, 2019 3:21 pm
- Forum: General Discussion
- Topic: Field referencing other GameObject is null when loaded
- Replies: 2
- Views: 1445
Field referencing other GameObject is null when loaded
I've made some progress using ES3 to save my game. There are several references between game objects in my scene which complicates things. One thing I noticed is that if a GameObject A with Component 1 has a reference to a GameObject B that is lower in the scene (which means it will be saved after),...