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
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
Thanks, bcats! Will check it out.
08 Mar 2017 4:01 am
Can't seem to replicate.
Steps.
Add BoneFollower GameObject
through the context menu.Nothing unusual happened to the inspector.
Pharan wroteThanks, bcats! Will check it out.
08 Mar 2017 4:01 am
Can't seem to replicate.
Steps.
- Instantiate Spineboy
Add BoneFollower GameObject
through the context menu.- (Optionally: make it follow the torso)
- Disable the BoneFollower GameObject
- 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.