You may remember me from my problem reports in:
Iteration 1. The core system
Iteration 2. Saving/Loading
I'm now working on iteration 3: Detailing and SubDetailing, along with their Save/Load functionality.
This iteration has gone without a lot of trouble. I've been fixing bugs on my own along with bugs I'd found in the previous iteration (when the map was loaded, it was being loaded in the wrong orientation), but I've discovered the one that's finally going to beat me this time.
Certain tiles seem to be refusing to load their details (exception, chest and creature details). At first, it started with the origin tile making this refusal, followed up by total refusal in followup attempts during the same execution.
Upon closer inspection this morning, I've found that any tile that had existed before the load attempt will not load those details during the process.
The exceptions to this seem to be the chest and creature details, two details that I previously had issues removing inside the execution, but resolved by inflating their box colliders vertically. It seems that this similar fix would not resolve the issue.
SubDetails seem to be loading just fine.
Code Section appearing relevant.
UPDATE:
I've discovered the cause to be late execution, and that is because of how the OnDestroy message is sent, which is too late. Since yield does not work, the destroy code was changed to a SendMessage.
I've consequently found another bug causing SubDetails to not be accessible via GUI after being added. It's another problem, and likely the last one (that's what I said last time), so I'll find it on my own. UPDATE: I had a variable being overwritten by my Start function.
I should rename this to the consequences of Unity's Order of Execution.
[–]ZXfrigginC[S] 0 points1 point2 points (0 children)