juntaou
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Posts: 10
Posts: 10
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Post by juntaou on Jun 13, 2014 22:16:54 GMT
So I'm still using CoreGameKit and its still being great, however I'm running into an issue when using it with Group Pausing Kit: Pause Controller also from the asset store. Both kits are pretty straight forward to use however when I pause the game(It deactivates everything you tell it to.) Then I unpause the game the syncro spawners will automatically start spawning again. This wouldn't be a big deal except for the fact that I'm using the parameters that specify a min distance between spawns. So when I pause then unpause it instantly spawns a new object ignoring how far away the last spawned item is. Any thoughts about how I can make this behavior stop? Thanks!
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Post by DarkTonic Dev on Jun 13, 2014 22:42:31 GMT
Well I can't easily offer assistance on plugins we don't own (Group Pausing Kit). Are you deactivating some spawners or more than that during the pause? It that necessary? What happens if you don't deactivate those?
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juntaou
New Member
Posts: 10
Posts: 10
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Post by juntaou on Jun 14, 2014 7:37:43 GMT
Thanks for the quick response, I understand that you can't make it compatible with every other asset out there so hopefully this isn't a big deal. I tried changing a lot of the settings, I currently have it set up so that everything related to Core Game Kit that I can see in the editor is marked as DoNotPause. However it does it everytime as soon as I hit pause it automatically spawns the next wave regardless of the distance from the last spawned unit. So in effect they spawn on top of each other. I verified that its not restarting the wave or anything like that, because it finishes the set amount then stops. But there is something that is being affected at runtime that I can't seem to find that literally every time will cause all of the syncro spawners to automatically spawn the next group(The next group is not paused btw.). Any ideas on what could force the spawners to spawn the next unit like that?
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juntaou
New Member
Posts: 10
Posts: 10
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Post by juntaou on Jun 14, 2014 7:42:40 GMT
As soon as I posted that I think I found where the issue is. I am now seeing this error after pausing the game:
NullReferenceException: Object reference not set to an instance of an object SpawnTracker.OnDisable () (at Assets/DarkTonic/CoreGameKit/Scripts/Spawners/SpawnTracker.cs:13)
Yeah I just confirmed it the pause is disabling the spawntracker on the units spawned in the wave. As soon as it disables that it automatically spawns the new wave. I will figure out how to by pass that or get in touch with the author of that asset. Thanks for the help!
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Post by DarkTonic Dev on Jun 14, 2014 19:22:26 GMT
That error would only happen if the spawned object was disabled, which isn't allowed because that will cause problems with Pool Boss. So you need to find out why its getting disabled.
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