magique
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Posts: 194
Posts: 194
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Post by magique on Feb 2, 2018 19:46:13 GMT
OK, well I was going by what you had said earlier that everything "in the Scene" should have it. I took that to mean that everything already in the scene, not items that spawn later. So that's not a problem. I guess that brings us back to the original problem which was trying to add child objects to PoolBoss, which had never had a PoolableInfo on them nor were added to PoolBoss. I'm going to clean that object up, remove it from PoolBoss and make sure when I add back to PoolBoss that no child object has PoolableInfo on them. Then I will be able to see if it gets added back again at runtime.
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Post by DarkTonic Dev on Feb 2, 2018 19:49:57 GMT
Removing it from pool boss will not do anything. If a child object gets that script at runtime - it should not happen, so let me know how to reproduce.
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Feb 2, 2018 19:53:46 GMT
OK, I thought you were saying that if the child object "ever" had PoolableInfo on it then PoolBoss would remember that and add it back at runtime. And since I did add those child objects to PoolBoss once as a test to see if the warning would go away then I assumed that would qualify. But I only added them in an attempt to fix the already existing issue where it was erroneously adding it at runtime.
As far as reproducing. Again, just make a prefab with some child objects that have Killable on them. The main object does not have Killable at all. Add the entire prefab to PoolBoss. Then spawn the prefab in the scene at runtime with a spawner. The child objects will get PoolableInfo on them.
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Post by DarkTonic Dev on Feb 2, 2018 20:36:43 GMT
Ok, I found the problem. Forgot about this code. In Killable.cs, SpawnedOrAwake method, near the top there's this part. Just add the additional check shown below of "&& Trans.parent == null" and it will not create the Poolable Info. Line 1653 for me.
if (!spawned && Trans.parent == null) { var theName = PoolBoss.GetPrefabName(Trans); // add the PoolableInfo script if not there when this starts already in the Scene. if (string.IsNullOrEmpty(theName)) { } // get rid of warning. }
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Feb 2, 2018 20:42:21 GMT
Thanks. I'm glad I wasn't just chasing a wild goose. I will add that fix tonight.
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Post by DarkTonic Dev on Feb 2, 2018 20:49:09 GMT
Cool, I was certain I wasn't going to be able to reproduce it haha, but yeah it happened. Bad code!
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Feb 3, 2018 0:08:29 GMT
Thanks for all your hard work on this great tool. And Master Audio as well. Both are featured in my sci-fi shmup and we are finally getting close to a release date. I don't know if you have had any others release games using your tools, but ours will be on the Wii U and is about 2 months from release.
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Post by DarkTonic Dev on Feb 3, 2018 0:59:33 GMT
There are tons, but most people do not tell us when they release  There's a quite huge user base especially for Master Audio. Let us know the name of it and when it's out, we'll throw you a shout on Twitter!
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Feb 3, 2018 2:02:08 GMT
When we submit to Nintendo I'll be sure to let you know the game details.
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Post by DarkTonic Dev on Feb 3, 2018 17:22:35 GMT
Awesome!
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