gatalskii

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  • in reply to: Validation Error on date format change #3110
    gatalskii
    Participant

    Hello and thanks for the answer!

    No, the explicit naming is not a problem for us. But in our two projects already hundreds of custom nodes.

    Could be that fixed easily without renaming?

    in reply to: Validation Error on date format change #3104
    gatalskii
    Participant

    Hello!

    Well, the code always remains with UTF-8 encoding.

    I noticed one moment. Some part of my custom flow blocks feeling well after switching date format because port id set explicitly:
    AddFlowInput(“In”, (f) =>

    But, another part of blocks are set by this approach:
    @in = AddFlowInput(nameof(@in).CapitalizeFirst(), flow =>…

    And these blocks cause error which I mentioned in previous post.

    With internal nodes everything is ok.

     

    in reply to: ArgumentNullException: Value cannot be null.[3.1.8] #2877
    gatalskii
    Participant

    Hello, your solution helped to avoid issue I’ve been describing, but I have another question, do you mind?

    Again, when I pick FlowCanvas asset file from Project which already attached to the some object there is some field corresponding to the ran flowscript:

    d05_n212

     

    But if I destroy my object with FlowScriptController and BlackBoard components field in the picture above will still remain. Is that behaviour appropriate? Thanks.

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    in reply to: ArgumentNullException: Value cannot be null.[3.1.8] #2866
    gatalskii
    Participant

    I meant you should select FlowScript file in project hierarchy which is attached to the object on the scene.

    I’m using the latest version — 3.1.8, but this behaviour keeps from previous version 3.1.6 or maybe earlier.

    in reply to: ArgumentNullException: Value cannot be null.[3.1.8] #2864
    gatalskii
    Participant

    Catched some reproduction steps:

    1. Let some object a on scene A and attached flowscript on it;

    2. Select the script in the project that attached to object(it should shown in the inspector now);

    3. Unload scene A, load scene B. Scene B doesn’t contain object a;

    4. When B has loaded, then will start error logging every frame. If not, try to point your cursor above inspector, in my case this triggers logging errors too.

    P.S. It seems like cached contextObject contains reference on already destroyed object, so IsPartOfRegularPrefab can’t handle this object properly?

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