![]() ![]() This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor. This function is called when the object is loaded. This function is called when the scriptable object goes out of scope. Sadly, I have no idea what Unity wants me to do and if what I want is even possible. This function is called when the scriptable object will be destroyed. I also feel like there should be a way to achieve my main goal (easily creating new stuff without much coding using the editor) using a different approach. Since my GameManager generates the GameObjects at runtime I don't fancy using prefabs. "GameManager > World worlds > Biome biomes > Structures, Plants, Mobs, etc." Finally add that Biome instance to an array in one of my "World" scriptable objects and have the GameManager script generate the to be configured world for me. For each instance I would fill in some information and finally attach a reference to one of the "BiomeGenerator" child classes that override the functions of the base class that take care of the world generation for that specific biome. My goal is to create a easy way for me to create a new instance of the "biome" scriptable object using the "create asset" menu. In this article, we’re going to be exploring fast prototyping in Unity and how you can use scriptable objects effectively in your game development. I edited out the other values not related to this question, but the generator input is actually gone, even before photoshopping it) The plugin version is v1.4 h3llye Posts: 9 Joined: Wed 6.Currently, the inspector shows only this Public override getProp(string aProperty) Protected override void CloneProperties(object aClone)ĭisplayName = (aValue) ĮxternalId = (aValue) During an assembly reload the native part should stay alive but the managed part is unloaded and reloaded, hence you get a OnDisable and OnEnable call. Private ArticyValueArticyModelList mAttachments = new ArticyValueArticyModelList() Awake is a callback when the scriptable object is created / loaded on the native side, OnEnable is a callback that tells you when its loaded on the managed side. IN EDITOR they're called during domain reloads (OnDisable. In the case of the former two, IN BUILD they're called when the SO is first referenced by something in a scene (loaded into memory effectively), and when it's no longer referenced. Public class Entity : ArticyObject, IEntity, IPropertyProvider, IObjectWithColor, IObjectWithDisplayName, IObjectWithPreviewImage, IObjectWithText, IObjectWithAttachments, IObjectWithExternalId, IObjectWithShortId, IObjectWithPosition, IObjectWithZIndex, IObjectWithSize Scriptable objects also have and recieve OnEnable, OnDisable, etc calls (check the documentation). Changes to this file may cause incorrect behavior and will be lost if Private PreviewImage mPreviewImage = new PreviewImage() () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/:461)Īrticy.Eyes_In_ () (at Assets/Artic圜ontent/Generated/Entity.cs:50)Īrticy.Eyes_In_ () (at Assets/Artic圜ontent/Generated/Faction.cs:27)Īrticy.Eyes_In_ () (at Assets/Artic圜ontent/Generated/Features/BasicCharacterFeature.cs:31) See "Script Serialization" page in the Unity Manual for further details. This is generated in this case for a template in a entity.Ĭode: Select all UnityException: ScriptableObject.ctor is not allowed to be called during serialization, call it from OnEnable instead. Whenever it serializes (which is almost every min since it happens at play time and refresh time). The generated code for the scriptable objects of type Entity is complaining.
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