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HideFlags.DontSave is included in build

Hey guys, Everytime I try to build my project I get the errors below. Does anyone have any idea what could be causing this and how I could find the problem? Thank you An asset is marked with...

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Bug with displaying components in Inspector after hideFlags.NotEditable?

Hey everyone! I've been running into a strange bug lately, maybe someone has seen something like it before. In messing around with object hideFlags, (specifically NotEditable), I've managed to break...

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AddObjectToAsset + HideFlags.HideAndDontSave

Hello ! I have an asset file that contains an array of "abstract class". I have read this post about serialization in unity :...

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Instantiating a prefab in the editor is orphaning the children of the prefabs

I have a script I wrote that I am attaching to an empty game object. This script instantiates a prefab that is dropped on it's public GameObject "instantiateObj" variable. I set the Hideflags of...

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AssetDatabase.IsSubAsset and HideFlags Questions

Hello. So I have a sub-asset called [some_sub_asset] which is a part of [main_asset]. I set the hideflag for [some_sub_asset] as "HideInHierarchy", so it looks nicer in the hierarchy window (so it...

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GameObject HideFlags.DontSave not working as expected

I expected the following MonoBehaviour (tested in a blank project) to cause the GameObject to which it is attached to exist in the scene in the editor but not when the game is played. This does not...

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How to force object selection to be the parent of a selected object, when the...

The scenario can be minimised to be the following: I have an empty GameObject which has a child object in the hierarchy. The child object has a SpriteRenderer component attached, as well as an actual...

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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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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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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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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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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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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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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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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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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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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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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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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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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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