• Unity
  • Bonefollower Gameobject Disabled breaks Editor Drawer

yo!

If you have a bonefollower component on a gameobject, and that gameobject is disabled, Then duplicate that object the editor drawer will not show all of the fields.

You have to re-enable then disable the dup'ed object to make the fields show

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Thanks, bcats! Will check it out.


08 Mar 2017 4:01 am


Can't seem to replicate.

Steps.

  1. Instantiate Spineboy
  2. Add BoneFollower GameObject through the context menu.
  3. (Optionally: make it follow the torso)
  4. Disable the BoneFollower GameObject
  5. CTRL+D to duplicate

Nothing unusual happened to the inspector.

Pharan wrote

Thanks, bcats! Will check it out.


08 Mar 2017 4:01 am


Can't seem to replicate.

Steps.

  1. Instantiate Spineboy
  2. Add BoneFollower GameObject through the context menu.
  3. (Optionally: make it follow the torso)
  4. Disable the BoneFollower GameObject
  5. CTRL+D to duplicate

Nothing unusual happened to the inspector.

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what happens when I dupe (or reopen the scene)

in the code drawer for this component: if (targetBoneFollower.valid) { fails , and each if in the else statement fails, and no hadling is done

skeletonRenderer.valid (int the init) is false when duping an inactive gameobject, but true when active

Hmm.. are we talking about the same BoneFollowerInspector code here?

I tried it on Unity 5.5 and 5.4. It doesn't seem to break.
I'm not sure why it wouldn't initialize... but I'm adding this to a list of things to check later on.