Search found 12 matches
- Wed Oct 19, 2022 3:39 pm
- Forum: General Discussion
- Topic: Parent of RectTransform is being set with parent property
- Replies: 4
- Views: 1201
- Wed Oct 19, 2022 12:56 pm
- Forum: General Discussion
- Topic: Parent of RectTransform is being set with parent property
- Replies: 4
- Views: 1201
Re: Parent of RectTransform is being set with parent property
I should also note that these canvas objects are being placed into playmaker variables in its own gameobject. Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation ...
- Tue Oct 18, 2022 6:30 pm
- Forum: General Discussion
- Topic: Parent of RectTransform is being set with parent property
- Replies: 4
- Views: 1201
Parent of RectTransform is being set with parent property
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues. I am getting t...
- Tue Oct 18, 2022 6:27 pm
- Forum: General Discussion
- Topic: Saving and loading prefab instances alongside pooling
- Replies: 8
- Views: 1486
Re: Saving and loading prefab instances alongside pooling
Left a review thank you!
- Tue Oct 18, 2022 6:27 pm
- Forum: General Discussion
- Topic: Serialization Depth issue
- Replies: 2
- Views: 654
Re: Serialization Depth issue
I changed everything to work with transforms instead of game objects and temporary gameobjects I remove before saving. Thanks very much Joel!
- Sun Oct 16, 2022 7:36 pm
- Forum: General Discussion
- Topic: Serialization Depth issue
- Replies: 2
- Views: 654
Serialization Depth issue
Hi, I was wondering about workflow. I'm using playmaker and I need to save the current position, stats, and more with all the game objects in the scene. For reference, its a similar game to stacklands, if that helps. I run into an issue when saving game objects and all the FSMs when they have a game...
- Fri Oct 14, 2022 4:11 pm
- Forum: General Discussion
- Topic: Saving and loading prefab instances alongside pooling
- Replies: 8
- Views: 1486
Re: Saving and loading prefab instances alongside pooling
So I recreated everything in a new project and it all worked! So I removed the es3 plugin in my project and reinstalled it and it worked, thanks so much for the help Joel!
- Thu Oct 13, 2022 7:09 pm
- Forum: General Discussion
- Topic: Saving and loading prefab instances alongside pooling
- Replies: 8
- Views: 1486
Re: Saving and loading prefab instances alongside pooling
Its so close! The only issue is that it keeps instantiating the prefabs on the start. My pool manager starts with 3 deactivated prefabs on runtime. I stop and start the scene and I have 6, etc etc. Like your demo scene I can activate them and they will stay, which is great progress, but a few things...
- Thu Oct 13, 2022 1:37 pm
- Forum: General Discussion
- Topic: Saving and loading prefab instances alongside pooling
- Replies: 8
- Views: 1486
Re: Saving and loading prefab instances alongside pooling
Hi there, I understand. In this case it wouldn't be possible for Auto Save to distinguish between those objects in the pool and those in use, so it would be necessary to use code instead so you can define which prefab instances you want to save. If you're using pooling, you would also need to ensur...
- Thu Oct 13, 2022 3:55 am
- Forum: Auto Save Examples
- Topic: Save and Load Prefab Instances using Auto Save
- Replies: 29
- Views: 40496
Re: Save and Load Prefab Instances using Auto Save
Hi! When I added auto save to a prefab, I just did the transform to test. It started spawning the same prefab in multiples each time I started and stopped the game (saved and loaded) to the point of crashing. What can I do to fix this? Thank you Hi there, and thanks for getting in contact :) I don'...