ActorGroup.actor lost reference with prefab

Forums 💬 Slate Sequencer ⚙️ Support ActorGroup.actor lost reference with prefab

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  • #20766
    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();
      }

      #20767
      Gavalakis
      Keymaster

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

        Thanks again.

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