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DontDestroyOnLoad vs Hideflags.DontSave

What's the difference between DontDestroyOnLoad vs Hideflags.DontSave. I have an audio system in form of a scriptable object. It has some functions like PlaySfx or PlayMusic that other objects can...

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build error: HideFlags.DontSave with asset named PreMatLight0

hi i getting build error on one of scenes that says: **An asset is marked with HideFlags.DontSave but is included in the build: Asset: 'Library/unity editor resources' Asset name: PreMatLight0 (You are...

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How to disable game object from the scene.

![alt text][1] [1]: /storage/temp/159865-screen3.png HI There i am new to unity and started basics while practicing i found an issue that is when i am trying to hide a game object using SetActive...

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Unity PERSISTENT error: Assertion failed on expression: 'VCCache::instance !=...

I have a custom menu item in a Unity2019.1.5f1 project which shows/hides several objects (from hierarchy) and components (from inspectors). To hide objects/components I set their hideFlags property....

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How can I create, via script, a hidden subasset (ScriptableObject) that is...

I am creating an asset (ScriptableObject) that is accesible to the user at runtime, with `AssetDatabase.CreateAsset`. Inside this asset, I am creating a metadata sub-asset with...

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HideFlags.HideAndDontSave does behaviour in 2017.4.0f1

HideFlags.HideAndDontSave is not destroying any object created in edit mode when change scenes or switching to play mode. If I use any HideFlags.DontSave, the gameObject will still be there but not...

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Error preventing build "An asset is marked with HideFlags.DontSave but is...

Hello, I am currently struggling to find a solution to this problem: basically, on Unity 2017.2.1f1, I am getting this error: An asset is marked with HideFlags.DontSave but is included in the build:...

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Enabling a hidden GameObject with a MeshRenderer - makes it visible in previews.

I'd like to confirm this is a bug, and not something I am doing wrong. Given the monobehavior below: If I click in its inspector - createItHidden , then click createItNow, then disable, and renable...

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OnDrawGizmos() is never called when hideFlags is set HideInHierarchy when the...

OnDrawGizmos() is never called when hideFlags is set HideInHierarchy when the object created. And I changed the object's Hideflag to None. But still not called. I tested some situation, and got some...

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How can I set a selection-sphere in the editor

I have a gameobject in my unity editor. It only has one component, which adds an "editor preview" as child-object. The child object has `.hideFlags = HideFlags.NotEditable | HideFlags.DontSave |...

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HideFlags and Prefabs

My editor scripts create a prefab and then set it's hideFlags to HideFlags.NotEditable, HideFlags.HideInInspector and HideFlags.HideInHierarchy. Everything goes right until I save and reload my scene....

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HideFlags.HideInHierarchy not updating hierarchy in Edit-mode

Hey there guys. So here is the deal: I made a window to allow me to quickly hide and unhide objects in my hierarchy. Here it is: ![alt text][1] [1]: /storage/temp/82297-window.png Yeah.... I'm making a...

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is there a way to hide an object synchronously?

Hi, (this is my first post here, I'm a 4 days-old Unity user :) ) I draw some tiles (quads) in a RenderTexture (RT) and use the RT as a texture for another mesh. it works fine but I would like to hide...

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HideInHierarchy But Still Selectable

Hi All, Is there a way to select an object that has its hideFlags set to HideInHierarchy? I would like to hide a submesh but still have its parent selectable in the SceneView. This currently doesn't...

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How to manage temporary GameObject with HideFlags.DontSave on recompile

I have a custom editor for a scene component which draws temporary preview objects at edit time. Those objects have HideFlags.DontSave set, so that they are deleted when the scene is closed. (Is this...

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Why does hierarchy not show the gameObject using HideFlags.DontSave ?

Hi, I made a cube using HideFlags.DontSave in scene1, then I load scene2. I can see my cube in Game and Scene, but Hierarchy does not show it. Is something wrong ?

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HideFlags not respected in batch mode

I am trying to run some editor scripts in the form of ScriptableObject subclasses from batchmode. These ScriptableObject are getting unloaded prematurely via a call to Resources.UnloadUnusedAssets...

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Texture2D variable causes MissingReferenceException

I've suffered a MissReferenceException when using Texture2D. With below code, public abstract class TestBase { protected readonly Texture2D texture; public TestBase() { texture = new Texture2D(100,...

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Unity 5.3/5.4b: HideFlags and scripts not running?

My team is using HideFlags with an internal source control system to allow us to lock root objects in scenes from being edited. This system has worked for us through 4.0 through now, but starting with...

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How to record hideFlags for Undo/Redo

**Greetings!** Thank you in advance for your help. How do you record a GameObject's hideFlag state change in the Undo/Redo system? I have tried both Undo.RecordObject and...

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