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* Add session key, to survive Domain Reloads for testing avatar.
* Add runtimeFieldsObjects to prevent cilbox for consuming all field objects in cilbox proxy.
* Need to check with cnlohr about improvement or disagreement.
@@ -513,9 +581,10 @@ public void AvatarTestInEditorClickFunction()
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{
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if(!Application.isPlaying)
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{
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boolresult=EditorUtility.DisplayDialog("Confirmation","this feature requires the editor to be in playmode. do you want to enter play mode now? once done you will need to press it again! please also make sure you have a floor in your scene!","yes","no");
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boolresult=EditorUtility.DisplayDialog("Confirmation","this feature requires the editor to be in playmode. do you want to enter play mode now and run Test In Editor automatically? please also make sure you have a floor in your scene!","yes","no");
@@ -565,18 +650,18 @@ public async void LoadAvatar()
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if(jigglesToReset.Count>0)
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{
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BasisDebug.Log("Enabled Jiggles were found when Test in Editor was entered. We will disable the avatar in order to reset the Jiggle transforms.",BasisDebug.LogTag.Editor);
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Avatar.gameObject.SetActive(false);
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avatar.gameObject.SetActive(false);
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// It's a bit of a hack, but waiting three frames works.
// Remove reference out of the fieldsObjects array.
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fieldsObjects[iFO]=null;
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objectSlots[iFO]=null;
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returntrue;
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}
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Debug.LogWarning($"[CilboxProxy:{gameObject.name}] Object reference slot {iFO} for field {rootFieldName} is null/missing at load time.");
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}
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else
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{
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Debug.LogWarning($"Failure to load object in field id:{rootFieldName} of {className} (slot parse failed or out of range, fieldsObjects count={fieldsObjects.Count})");
Debug.LogWarning($"Failure to load object in field id:{rootFieldName} of {className} (slot parse failed or out of range, fieldsObjects count={objectSlotCount})");
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