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Home Page: http://invertgamestudios.com/mvvm/overview
uFrame MVVM Framework for Unity3D
Home Page: http://invertgamestudios.com/mvvm/overview
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I'm trying to use uFrame GameFrameWork 1.6.3r1 with Unity 5.4
However, when adding ScenType and executing Save & compile, the following error occurs.
get_name is not allowed to be called during serialization, call it from OnEnable instead. Called from ScriptableObject 'UnityGraphData'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEngine.Object:get_name()
UnityGraphData:OnAfterDeserialize() (at D:/Invert/uFrameGit/uFrameTools/Invert.Core.GraphDesigner/_TODO/Data/UnityGraphData.cs:308)
Why does this error occur? How can I fix this?
in version 1.06 I am getting an issue where all SceneManager nodes create a file that looks like this:
using System;
using System.Collections;
using System.Linq;
using UnityEngine;
(i.e. no class, not even an empty defined in the file.)
this is fine until you try to make a command cause a transition. Makes tutorial #2 impossible to complete.
Adding subsystems does not seem to affect this – the class had to be created by hand before compile errors would go away.
I have a workaround, which is to create them by hand. So no need to reply with a fix – just something to look at for the next update!
Prefabs sometimes lose property change notifications on start.
How to reproduce:
Make a prefab with a property referencing another View.
Create a computed value using the property.
Hit play.
Sometimes the computed property has the correct value. Other times not. The values are often consistent from one run to the next but flip occasionally when making changes.
Hi every one there
I have started on a project in unity that project is 80 % completed by other developer who is unknown to me.
now, problem is that when i am opening uframe designer window its not showing any design instead it shows just an option to create new uframe project.
has anyone faced this issue?
thanks...
The if
seems to be redundant unless there is a specific reason for doing this.
Maybe just extending the type list at first.. Then maybe adding an addition diagram item for a better visual
I clone this project into my Proj/Assets/ directory, but got
error CS0234: The type or namespace name IOC' does not exist in the namespace
uFrame'. Are you missing an assembly reference?
my unity3d version is:5.3.0f4
When using uFrame externally (ViewModels and Controllers) having the SceneManagers in the Controller designer file makes it impossible to use.
I wan to learn uFrame by reading code,but after pulling code, it cannot compile:(
I've imported 1.6p2 and in the console, 296 exceptions dealing with namespaces are reported.
What is the procedure for updating the project so that we can run "Save and Compile"?
Per the forum. This should be a simple fix just add .ToArray() in the ViewBase.SetupBindings method when iterating the bindings collection.
The nested binding doesn't work for me.
InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.Collections.Generic.List
1+Enumerator[IBinding].VerifyState () (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:778)
System.Collections.Generic.List1+Enumerator[IBinding].MoveNext () (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:784) ViewBase.SetupBindings () (at Assets/uFrameComplete/uFrame/Base/Views/ViewBase.cs:323) ViewBase.Start () (at Assets/uFrameComplete/uFrame/Base/Views/ViewBase.cs:365)
This happens during app init. The outer binding gets triggered during SetupBindings, which creates the inner binding, which modifies the Bindings collection, which is being iterated in SetupBindings.
Steps To Replicate:
No Errors are thrown but no code is generated for the SubSystem. This also stops you from adding to the Scene.
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