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Post by christougher on Jan 30, 2019 22:38:35 GMT
This new prefab workflow is really goofing things up with the LevelWaveSettings prefab. Is there a way to disable the need for a prefab connection? I'd love for my in scene LevelWaveSettings Gameobject be completely free of any prefab connection. It seems in play made when I try to make adjustmets (to my in-scene LevelWaveSettings GO) it gives me the message that "you can only edit Core GameKit Prefabs that are in a scene" whereas outside of play mode it works fine. But if I break the prefab connection it will just never allow me to edit anything in scene...
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Post by DarkTonic Dev on Jan 30, 2019 23:12:25 GMT
I didn't check during runtime.
Fix it by changing line 650-658 in DTInspectorUtility.cs with the following:
#if UNITY_2018_3_OR_NEWER public static bool IsPrefabInProjectView(Object gObject) { if (Application.isPlaying) { return false; }
return GetPrefabType(gObject) != PrefabAssetType.Regular; } #else public static bool IsPrefabInProjectView(Object gObject) { return GetPrefabType(gObject) == PrefabType.Prefab; } #endif
This will be in the next release.
I'm only requiring it to be a prefab and show that alert so you don't drag the instance in the DarkTonic folder into the Scene, which would get overridden next time you upgrade. That would really make people mad.
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Post by christougher on Jan 31, 2019 1:13:31 GMT
Excellent fix!
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Post by DarkTonic Dev on Jan 31, 2019 2:40:12 GMT
Thanks
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wyatt
New Member
Posts: 3
Posts: 3
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Post by wyatt on Jan 31, 2019 21:06:14 GMT
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Post by DarkTonic Dev on Jan 31, 2019 21:17:42 GMT
What would supporting variants mean to you in Core GameKit? Not clear on the question or where that would be useful.
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wyatt
New Member
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Posts: 3
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Post by wyatt on Feb 1, 2019 2:48:19 GMT
Sorry if I wasn't clear. With the new prefab system you can create "variants" of prefabs (like a green poison rocket instead of the regular exploding rocket). When you update the regular prefab all of the variants get updated as well - very useful feature. Currently the Core Gamekit throws an error "You have more than one instance of '[your regular prefab]' in Pool Boss" when you put the prefab variant in the poolboss. I'd love to see support for this feature in the future when you have time - cheers!
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Post by DarkTonic Dev on Feb 1, 2019 17:08:16 GMT
I'm not sure how Pool Boss would know the difference. Currently things are pooled by prefab name.
I'll put it on the roadmap to check out, but not likely a good solution.
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wyatt
New Member
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Posts: 3
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Post by wyatt on Feb 2, 2019 0:35:07 GMT
Interesting, because in the project window & Pool Boss variants have different names than their regular versions -- there must be something in the Unity backend that makes their references the same.
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Post by DarkTonic Dev on Feb 2, 2019 3:14:48 GMT
Hmmm, well it's the Game Object name that we use, which should be identical. Maybe there's some other property of the new prefab system we can use instead? I'll look into it for Unity 2018.3+
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Post by DarkTonic Dev on Feb 3, 2019 4:28:41 GMT
Is it possible that you could name the top-level Game Object differently for each of the variants? Or is that not possible? Because if you can, you'll be able to use Pool Boss for all the variants as is. Let me know.
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Post by DarkTonic Dev on Feb 5, 2019 20:51:47 GMT
Closing this discussion until the previous post is answered.
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