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Obi-rope asset disappearing in build
#4
(16-10-2018, 09:02 PM)rebeck14 Wrote: Thanks Jose for the speedy reply. We have an unusual setup and I wanted to describe what is going on in better detail in case something stands out to you. 

We have a prefab in a sub-scene that includes an ObiRope object. It needs to start out disabled. At first we had the object just disabled from the start (unchecked in the inspector panel) but when we enabled it we kept getting an error that the last index of the rope particle system couldn't be found. Now we start the prefab enabled and have it disable itself after 5 seconds. This has stopped giving an index out of bound error. 

However now when we enable the object we are seeing differences in the editor and the build. The editor will show the rope and the build will not. Other objects in that sub scene work as intended and are treated the same way (disabled through the inspector check box and then at some point enabled). I am pretty sure the ObiRope object is included in the build since we have the sub scene added to our build configuration and the object is in the scene. All other scene sub components also behave as expected.

Thoughts?

Hi,

Objects are always included in the build, but assets only are if referenced by objects.

The only thing that comes to mind is that the ObiRopeSection asset used by your rope is not being included in the build, and so it is not rendered there. How to test: add a ObiParticleRenderer to the rope, and see if the particles are visible in the build. If so, then the section asset is not being included.

Regarding the out of bounds exception when starting out the scene with a disabled rope, we are unable to reproduce it in any of our test scenes. Moreover, ropes start out with the same amount of particles regardless of their activation state, so it does not make much sense...

If it would be possible for us to look at your project/scene, we might be able to diagnose the problem more accurately.
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Messages In This Thread
RE: Obi-rope asset disappearing in build - by josemendez - 17-10-2018, 08:24 AM