ItchyB
New Member
Posts: 1
Posts: 1
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Post by ItchyB on Mar 28, 2021 3:02:41 GMT
In Master Audio you have these magical attributes in C#, like:
[SoundGroup] It would be just as magical to have these in Pool Boss to easily expose items in Pool Boss to your behaviors. It would not only be convenient, but also cut down on user errors (probably support requests too), it would also mitigate warnings like this:
The Transform 'ProjectileThatsNotInPoolBossGotMeKilled' has no pool in Pool Boss. It either hasn't been configured or is still preparing the pool during startup.
I apologize for my ignorance if something like this already exists, I just can't find it (I looked through the documentation and the auto generated classes docs)
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Post by DarkTonic Dev on Mar 28, 2021 19:33:04 GMT
Well in all our scripts (not ones you write), there's a finger point icon to select the prefabs from the list.
Doing it the way you're talking about wouldn't allow you to add a prefab that isn't configured in Pool Boss, so you'd have to go do that first. Bad workflow. There isn't really a good fix though. That's why our error messages tell you what to do in these cases.
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