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SDK references are lost when a Specific Platform has a dependency #706
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Bug
Something isn't working
Comments
I suppose the best we can do is create a map from the known guids from the sdk to the new regenerated ones, and so a search/replace on them. Does this still happen if we install the platforms first then install the SDK? |
Happens either way, simple fact, the GUID's in the UPM package are different to the GUID's when copied to the asset folder, so yet, they will always be broken |
Tested with UPM, sadly the issue failed testing |
How did it fail? |
I had forgotten to update the sdk with the breaking changes. The PR is open for that now. |
I think we also still need to add the sdk as a dependency to all the platforms for this to work correctly |
This was referenced Dec 16, 2020
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XRTK - Mixed Reality Toolkit Bug Report
Describe the bug
Currently, SDK assets are copied to the user's project when installed, this causes the GUID's for those assets to be regenerated to avoid conflicts.
However, if a platform's configuration has a dependency on SDK assets, the references they had stored will no longer be correct, resulting in bad configuration.
To Reproduce
This occurs anywhere there is a reference to an SDK component in a platform
Expected behavior
The SDK reference should be preserved and the configuration should be valid
Actual behavior
Broken "Null" references
(also observed in Platform Hand Pointer configuration, with a reference to the SDK Hand Pointer Default Pointer prefab)
Your Setup
Additional context
Discussed in #Troubleshooting channel on Discord
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