27-09-2023, 02:26 PM
(This post was last modified: 27-09-2023, 02:53 PM by Alexander34.)
(27-09-2023, 02:01 PM)josemendez Wrote: Hi,NullRefExceptions no, your answer doesn't explain why the rope breaks after a build (both in build and unity) and then after a unity reboot everything works properly again.
The code executed is the same in both builds and editor, so there should be no difference in behavior. I'd suggest checking the player log for errors that might be affecting execution, specially NullRefExceptions as it's common for references to assets/resources to be missing in the build but not in the editor.
Also, be mindful of the order in which MonoBehavior methods like Awake(), Start(), etc are called since it's undefined, and may change between the editor and builds. A common source of problems is expecting a specific call order, things may work in the editor but as soon as you build the app the update order changes and things stop working. See: https://docs.unity3d.com/Manual/ExecutionOrder.html
kind regards,
It's very likely that rope no longer reacts to its dynamic unity connections as if they become static. Similar behaviour can be achieved when isKinematicForParticles is enabled on both dynamic connections at once. However, I checked isKinematicForParticles is turned off after the build. The interesting thing is that I don't change anything other than clicking on the build button, and after that obiRope stops working properly until unity reloads.
Console logs after build (in build and in unity)