Timeline for How can I reset/clean a serializedObject.Update();?
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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Apr 6, 2019 at 13:25 | vote | accept | Daniel Lip | ||
Apr 3, 2019 at 16:11 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Adding note on Undo
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Apr 3, 2019 at 14:40 | comment | added | Daniel Lip | I updated my question with a screenshot showing the text in the file after the search is over. But I have no clue what to do next. Maybe now there is a way to track the text and see what object or script call it and run it when running the game ? In the Hierarchy this text is not exist the only place it's in the project scene file. | |
Apr 3, 2019 at 14:34 | comment | added | Daniel Lip | Ok I found at last where is all that hidden. It's hidden in the project scene file 3.34MB file size. I can't figure out what does it doing there but it's inside the scene file. This is the only file it's in. Maybe there, There is way o look and find on what object it or where is the source not sure but it's in the scene file of the project. | |
Apr 3, 2019 at 0:42 | comment | added | DMGregory♦ | Can you try to reproduce the problem in a new empty project with as little code as possible, to isolate what might be causing it? | |
Apr 3, 2019 at 0:30 | comment | added | Daniel Lip | Another thing while the game is running I can see in the Dialogue System in the hierarchy where the Text textName is I see the name NAVI there. So the text is exist somewhere but I can't figure out where. Could be I did some copy to memory or somewhere to the editor somewhere inside deep that store it somehow ? If I could track to find at least where he get the text from. | |
Apr 3, 2019 at 0:28 | comment | added | Daniel Lip | No I checked few times there is no copy of it. And I searched for text files in my project on the hard disk searched for other objects in hierarchy. no that the script is editor so it's not attached to anything but the text it self I can't find where is he stored. | |
Apr 3, 2019 at 0:16 | comment | added | DMGregory♦ | I'm unable to reproduce the issue. Testing with the code above resizes the array as expected, and the changes are reflected when I run the game. Is it possible you have a second copy of the object somewhere that your game script is reading from? | |
Apr 3, 2019 at 0:09 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Setting the length turns out to be unnecessary.
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Apr 2, 2019 at 19:49 | comment | added | Daniel Lip | Still not working. I added your solution after the line serializedObject.Update(); and changed the line to int newSize....But still it's showing the text and dialogues when running the game even if conversations size is 0. | |
Apr 2, 2019 at 12:19 | history | answered | DMGregory♦ | CC BY-SA 4.0 |