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I found out when change a component's value when game running in Unity Inspector, the event OnEntityRemoved and OnEntityUpdated doesn't work. The first one get call with Component's value already changed. The last one get call with previousComponent equals to newComponent. I wonder if it is an issue.
The text was updated successfully, but these errors were encountered:
Yes, I see... VisualDebugging is not yet updated to use the new entity componentPool. By updating components with the inspector, the actual values of the component get modified. The same changed component is then used when calling entity.ReplaceComponent(). That's why you currently see that previous and new components are the same instance.
I'll work on updating VisualDebugging to use the componentPool too and to ensure expected behaviour.
Good find! Thanks for letting me know
sschmid
changed the title
Component value change in Inspector doesn't function well
Component value change in Inspector doesn't use entity componentPool
Feb 29, 2016
I found out when change a component's value when game running in Unity Inspector, the event OnEntityRemoved and OnEntityUpdated doesn't work. The first one get call with Component's value already changed. The last one get call with previousComponent equals to newComponent. I wonder if it is an issue.
The text was updated successfully, but these errors were encountered: