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Fixed prefabs in interactable scene #7070
Fixed prefabs in interactable scene #7070
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/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
@@ -165,5 +162,6 @@ PrefabInstance: | |||
propertyPath: m_text | |||
value: Say "Select" | |||
objectReference: {fileID: 0} | |||
m_RemovedComponents: [] | |||
m_RemovedComponents: | |||
- {fileID: 5168285722132125214, guid: f15ddb9bd0bf19d478c51ea991c6a7ce, type: 3} |
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Is this something that could be removed from the base prefab as well, or is its removal specific to this prefab variant?
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hmmm this is weird - i removed that component from the prefab as well - but might be related to the order i did it? - so it's definitely gone from the prefab (it's the touchhandler)
I'll revert that change and see if it just poofs away
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had to manually remove it from file - i think unity got confused because I deleted it in the derived prefab first and then in the base prefab - i didn't see at first that there was another hierarchy level
@thalbern can you update the breaking changes issue for 2.3 with list of prefabs affected? Since people with references to touchhandler etc will be broken. |
thanks @Troy-Ferrell - added an entry in the release notes |
/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
Overview
Most elements in the interactable scene were not properly working (or triggering twice) on near interaction due to the use of TouchHandler.
I've cleaned all the prefabs up now - removed duplicate components and touchhandler and added / configured PressableButton and PhysicalPressEventRouter
Buttons should now all animate, play sound and trigger correctly as well as radial set / checkbox / toggle and their unity ui equivalents
Changes