baste-raingames / serializableaction_unity Goto Github PK
View Code? Open in Web Editor NEWA faster and more flexible replacement for Unity's UnityEvent.
License: MIT License
A faster and more flexible replacement for Unity's UnityEvent.
License: MIT License
See thread in the forums.
When moving a code file to a different assembly, any serialized action referencing the code needs to change. SerializableAction should make a best-effort attempt to recover from such errors, and give the user a proper error message if that's not possible.
Hi!
First of all, GREAT plugin! Thank you! I've changed all UnityEvents and integrated your plugin to my game. It is very flexible and just perfect for my needs ๐ค๐ป
I'm using 2017.2 & Mac
First, I want to report you a bug which is sometimes happens and I fixed it with a workaround (I don't think it's a good one). SerializableSystemType:53 causes Errors when m_AssemblyQualifiedName is null. It happens when I select an Object in the inspector and Inspector gets refreshed continuously and I can't change anything without pressing cmd+z. I don't know why it'd be null, but I added if(m_AssemblyQualifiedName == null) m_AssemblyQualifiedName=""; just before :53 and the errors has gone. I think this happens after the first actions that I add.
My main problem is builds. I once saw an IL2CPP error, which says "... doesn't supported in IL2CPP ...", I couldn't reproduced this same error again. But, I have a reproducible problem this time.
This is my example action list:
Some methods doesn't work in the builds. Everything works fine in the editor. These are the messages:
"Trying to invoke SerializableAction, but the serialized action target set_enabled has been deleted!
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
SerializableActions.SerializableAction:Invoke()
c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)"
"Trying to invoke SerializableAction, but the serialized action target set_bodyType has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target set_enabled has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target set_enabled has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target set_enabled has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target SetParent has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target SetParent has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target set_enabled has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target set_simulated has been deleted!"
"Trying to invoke SerializableAction, but the serialized action target SetParent has been deleted!"
This method invoking at the end of an IEnumerator by the way. But, I don't think that's the problem. It probably can't find Unity methods or these are not serializing while building the project. Also, my script is attached to a prefab and all referenced objects are in that prefab as child objects (as seen in the screenshot).
Do you have any suggestions to fix that, or anything you want me to try?
I can add as many as I want if I don't assign anything to them but as soon as I try to add one while there is already one there Unity just freezes for second or two and shuts down without error or anything.
Hi there,
First of all, this is a great plugin! I can get to call methods which need more than one parameter, let alone Enum parameters!
Second, I have an issue with regards to dealing with List field(s). Here is my code:
[System.Serializable]
public class Step
{
public SerializableAction OnStartedAction;
public SerializableAction OnFinishedAction;
}
public class StepManager : MonoBehaviour
{
[SerializeField] private List<Step> steps;
}
The issue here is when I select a particular action listener of OnStartedAction in Element 0, the OnStartedAction listener of the same index in Element 1 is also selected.
Second, when I add a new listener to OnStartedAction in Element 0, a new listener gets added to OnStartedAction in Element 1:
Third, I dragged a Cube game object onto OnStartedAction in Element 0, and the same thing happens in OnStartedAction in Element 1:
May I request that you fix this issue at the soonest?
Thank you!
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