I recently upgraded to 3.05 and 2019.3.12f1 and this error start to pop up occasionally and at a random pace. This is poping on pooled prefabs on reload, load scene. Here are images that might help in understanding the issue. This was not happening in previous version so any help much appreciated in finding what is causing the logs.
It seems like that this was a reflection task that was already missing. In v3 there is a validation check to let you know of this fact (there wasn’t such a validation check in previous versions so it could slip away un-noticed).
Can you please confirm/remember whether or not this task there, was actually referencing anything before upgrading (for example a check field/property, or check function).
Hi, it was there since I am using exactly the same board on a couple of other prefabs (bound board) and they do not have that issue, and boards out of play mode look the same. I did however found some error on my side, there was asset bound board in the prefab but unused, once removed the errors are gone but will have to check to be certain.
Hi, yes it was checking/seting property…Figure it out so far. Is there a way to reference to parent object which contains the script functions I want to check field/property. The story is: I have a graph on child object and I need to reference the parent scripts which works, but since I am pooling instances of objects, in the graph I search by tag and always on the first play if one object containing tag “Enemy” is in the scene which does not have script needed by pooled objects it throws error not able to find those references. If I can refer to the parent in the graph I think this will resolve those. All are Bound graphs.
The only real way to reference a script of the parent object (than the graph is bound to) to call a get/set/check field/property (or any other task), is to change the “Target” of the Action or Condition Task. That can be done by checking the checkbox next to where it says “Use Self” (at the top of the Action/Condition inspector) and assigning the target object that you want to reference directly, or assigning a variable that has that object instead (both ways will work fine).
If the parent object is part of the same prefab, then all instances of that prefab will also correctly still reference their own (instance) parent.
Please let me know if that is indeed what you mean and if that works for you.
Thanks!