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View Code? Open in Web Editor NEWA Unity editor extension for finding missing object references
License: Apache License 2.0
A Unity editor extension for finding missing object references
License: Apache License 2.0
Outdated :/
What license are you releasing this code under? I was looking through the repo but I didn't see any reference to one.
This article https://help.github.com/articles/open-source-licensing/, may be helpful.
My concern is basically the following;
What happens if I don't choose a license?
You're under no obligation to choose a license. It's your right not to include one with your code or project, but please be aware of the implications. Generally speaking, the absence of a license means that the default copyright laws apply. This means that you retain all rights to your source code and that nobody else may reproduce, distribute, or create derivative works from your work. This might not be what you intend.
I think your intent was to share this with people freely, the MIT License is usually what people go with in that case. It's simple and straight forward and basically let's people do what they want with the project.
Object reference not set to an instance of an object MissingReferencesFinder.FindMissingReferences (System.String context, UnityEngine.GameObject[] gameObjects) (at Assets/MissingReferencesFinder/Editor/MissingReferencesFinder.cs:67) MissingReferencesFinder.FindMissingReferencesInCurrentScene () (at Assets/MissingReferencesFinder/Editor/MissingReferencesFinder.cs:22)
I seem to be getting false positives on ParticleSystems Renderers Meshes.
example:
Missing Ref in: [Assets/__scenes/__SmallerFiveSquareScene.unity]MM_TerrainMeshExportTest_Lod3-Colored-Faceted/Tree_BlossomB_$LodGrp/Tree_BlossomB/FX_FallingLeaves. Component: ParticleSystem, Property: Mesh
I am wondering whether the code might be somehow misreporting.
while (sp.NextVisible(true))
{
if (sp.propertyType == SerializedPropertyType.ObjectReference)
{
if (sp.objectReferenceValue == null // is it?
&& sp.objectReferenceInstanceIDValue != 0)
{
ShowError(context, go, c.GetType().Name, ObjectNames.NicifyVariableName(sp.name));
}
}
}
Or perhaps this is as a result of using a prefab - in scene - and some peculiarity of my referencing for the Mesh (which is referenced and works fine btw)
Thought I should report.
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