So I have multiple scenes: Space, Planet 1, planet 2.... planet n+1. But when I go from space to example planet 2 and back again, there will not be any form of collision and most of the meshes are also removed. I'm using the auto save function, and I save and load by script when the player changes scene and goes back again.
Here is an video link where it's showet:
https://streamable.com/ttfzan
Collison and meshes removed after scene change
Re: Collison and meshes removed after scene change
Hi there,
Please could you tell me a bit more about your planets? Is your planet created at runtime? If so, is it instantiated from a prefab, and have you followed the instructions here?
https://docs.moodkie.com/easy-save-3/es ... s-prefabs/
Also are any warnings or errors being output to console?
All the best,
Joel
Please could you tell me a bit more about your planets? Is your planet created at runtime? If so, is it instantiated from a prefab, and have you followed the instructions here?
https://docs.moodkie.com/easy-save-3/es ... s-prefabs/
Also are any warnings or errors being output to console?
All the best,
Joel
Re: Collison and meshes removed after scene change
Hey, thanks for the quick answer.
No the planets are not generated at runtime, and I use ES3AutoSaveMgr.Instance.Save(); to save the scene and ES3AutoSaveMgr.Instance.Load(); to load . Maybe is the way I save the whole scene or something at first, and when I come back it breaks.
For the warning and error I have none regarding easy save, only for som particle tail I use
No the planets are not generated at runtime, and I use ES3AutoSaveMgr.Instance.Save(); to save the scene and ES3AutoSaveMgr.Instance.Load(); to load . Maybe is the way I save the whole scene or something at first, and when I come back it breaks.
For the warning and error I have none regarding easy save, only for som particle tail I use
Re: Collison and meshes removed after scene change
Hi there,
Thanks for the information. Do you access the MeshRenderer's mesh field anywhere? For example, to assign or change the mesh.
All the best,
Joel
Thanks for the information. Do you access the MeshRenderer's mesh field anywhere? For example, to assign or change the mesh.
All the best,
Joel
Re: Collison and meshes removed after scene change
Hey,
By code I don't assign or change it. It's really wired because if you look at the video, The enemys I have on the ground are not showen, but their guns are, plus the astroids are also shown, but donsent have Collison on.
This is inside the auto safe function for the small floating island shown in the video. Thanks!
By code I don't assign or change it. It's really wired because if you look at the video, The enemys I have on the ground are not showen, but their guns are, plus the astroids are also shown, but donsent have Collison on.
This is inside the auto safe function for the small floating island shown in the video. Thanks!
Re: Collison and meshes removed after scene change
Hi there,
Unfortunately it's not possible for me to tell what is happening without being able to see a project. Would you be able to private message me a project and instructions to replicate this? You might need to upload it to something like WeTransfer or Google Drive and PM me the link.
All the best,
Joel
Unfortunately it's not possible for me to tell what is happening without being able to see a project. Would you be able to private message me a project and instructions to replicate this? You might need to upload it to something like WeTransfer or Google Drive and PM me the link.
All the best,
Joel
Re: Collison and meshes removed after scene change
Idk somehow it fixed it self after 2 days not playing with it xD
But thanks anyway for the fast support
But thanks anyway for the fast support