Oshigawa
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Post by Oshigawa on Dec 17, 2021 16:54:23 GMT
For that specific fix PoolBoss.cs only. However there are a bunch of files for the other fixes in the beta. I'd import the updated beta package over top. Imported to no avail 
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DarkTonic Dev
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Post by DarkTonic Dev on Dec 17, 2021 19:51:14 GMT
Does your releaseNotes file mention the bug fix in question?
- Fixed bug where Pool Boss would never finish Initializing if a pool item Preload Qty was set to 0.
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Oshigawa
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Post by Oshigawa on Dec 17, 2021 21:14:36 GMT
Does your releaseNotes file mention the bug fix in question? - Fixed bug where Pool Boss would never finish Initializing if a pool item Preload Qty was set to 0. Yeah, v 3.2.9.3
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DarkTonic Dev
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Post by DarkTonic Dev on Dec 17, 2021 21:18:23 GMT
So, that's fixed in that version. If you're still having an issue, I can't reproduce it. You will need to send me an example scene.
-Brian
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Oshigawa
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Post by Oshigawa on Dec 17, 2021 22:57:27 GMT
So, that's fixed in that version. If you're still having an issue, I can't reproduce it. You will need to send me an example scene. -Brian Sure, i'll try reproducing it.
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DarkTonic Dev
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Post by DarkTonic Dev on Dec 18, 2021 5:24:00 GMT
Thank you sir.
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Oshigawa
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Post by Oshigawa on Dec 18, 2021 16:40:25 GMT
Can't reproduce it in a fresh project.
However, when i disable minipoolboss, pool boss inspector works ok on first level. Then, in between levels i run despawn prefabs of type for multiple objects if something is left undespawned as well as send a global despawn event (just in case), all objects that are in the pool despawn themselves that way.
And then i get this:
MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Component.GetComponent[T] () (at <0e7c1c9367c544fa83b5270f5a69cf11>:0) DarkTonic.CoreGameKit.EditorScripts.PoolBossInspector.OnInspectorGUI () (at Assets/Plugins/Editor/DarkTonic/CoreGameKit/PoolBoss/PoolBossInspector.cs:1019) UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <3d9f46ac475f4fa9a3b71bacf80244a8>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
This is under 1019: var poolableInfo = poolItem.prefabTransform.GetComponent<PoolableInfo>();
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DarkTonic Dev
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Post by DarkTonic Dev on Dec 18, 2021 17:26:29 GMT
I don't know what "between levels" means, but that sounds like it wouldn't work anyway.
You're still going to need to send me a project that reproduces this.
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Oshigawa
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Post by Oshigawa on Dec 19, 2021 10:00:34 GMT
I managed to reproduce it, i've sent the link to your e-mail. Click on the PoolBoss game object under the LevelWaveSettings instance, hit play, wait 3 seconds until the new scene loads. Voila. But on my project it does not get back. Disable Spawner and enable it again in the new scene and it will get unfixable.
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DarkTonic Dev
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Post by DarkTonic Dev on Dec 19, 2021 20:00:15 GMT
Thank you. Responding privately.
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Heath Close
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Post by Heath Close on Aug 28, 2022 13:42:42 GMT
This happens if you delete a prefab that is listed in pool boss
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Post by Heath Close on Aug 28, 2022 13:48:04 GMT
Aug 28, 2022 14:42:42 GMT 1 Heath Close said: This happens if you delete a prefab that is listed in pool boss sorry, wasn't logged in... the pool boss inspector goes crazy if you delete a prefab that it is referencing. The only way to recover is to roll back to the last commit where the prefab existed or a commit where it was not yet added as a pool boss item. 
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DarkTonic Dev
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Post by DarkTonic Dev on Aug 28, 2022 16:29:17 GMT
Thanks, I've fixed it for the next release. You can email me with your Asset Store Invoice PDF file if you'd like the update now.
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