Heya,
So I uploaded a beta build to TestFlight for my app, using ES3 to save and load a dictionary of prefab'd game objects.
The objects look ok when first instantiated. They load into a scroll panel under a permanent parent object as desired.
On closing and reloading the app, the loaded prefabs carry the correct data, but have lost the size details and appear much too large.
Test device has a different screen size from the native size used in unity editor.
Perhaps there are layout settings that aren't loading from file with the prefabs?
I've replicated in the unity editor by instantiating objects with one screen size, then stopping, changing the screen size, and restarting. The objects are now the wrong size.
Is this issue familiar to anyone?
Showing correctly:
Wrong size on reload with different screen size:
Thanks heaps
Canley
Prefabs loading with wrong size on iOS device (but not in Unity test runs)
Re: Prefabs loading with wrong size on iOS device (but not in Unity test runs)
Ok my current workaround for this is to load the prefab objects' scale from their (permanent) parent. That's working. But it would be great to avoid that need if possible.
Re: Prefabs loading with wrong size on iOS device (but not in Unity test runs)
Hi Canley,
I’ve never heard of this issue before. Please could you replicate it in a new project with a simple scene and private message it to me with instructions so that I can see what is happening?
All the best,
Joel
I’ve never heard of this issue before. Please could you replicate it in a new project with a simple scene and private message it to me with instructions so that I can see what is happening?
All the best,
Joel
Re: Prefabs loading with wrong size on iOS device (but not in Unity test runs)
Thanks Joel, will do.
Could be related to the prefabs being part of a scroll panel? Or some weird error on my part.
Could be related to the prefabs being part of a scroll panel? Or some weird error on my part.