Hi
Thanks for the details, I managed to reproduce the issue. I tested the current LTS versions, and all but 2019LTS have the issue. The issue seems to be due to changes introduced in Unity post 2019LTS.
I will try to fix this issue, but until then I have a work around. I will come back to this later.
_CurvyGlobal_ is not expected to be part of every prefab. That object is created automatically in the scene when needed. I will even add: avoid including _CurvyGlobal_ in any prefab, except if it is unavoidable.
Noted. Personally I never thought of this as an issue, but I can see why this can be seen as innapropriate. I will try to fix this in the future.
_CurvyGlobal_ can be automatically hidden (it sets it's hide flags to HideFlags.HideInHierarchy). To do so, please go to the Preferences menu*, and set Hide _CurvyGlobal_ to true:
https://curvyeditor.com/documentation/toolbar/preferences#hide_curvyglobal
*Preferences menu is available either through the Options/Preferences in Curvy's scene view toolbar, or Unity's Edit/Preferences/Curvy
When hiding _CurvyGlobal_, it is still saved to the scene. This object store some global objects needed by Curvy, like pools for example.
Now back to the workaround: to avoid the stack overflow, have a _CurvyGlobal_ object present in your scene while editing your prefab*. It's not perfect, but I don't think it is too restrictive. Is it? Please let me know of what you thought of it.
*Easiest way to do that: create an empty spiine then delete it. Or drop the prefab in the scene.
I hope this helped.
Have a nice day
(11-30-2022, 05:35 AM)rhys_vdw Wrote: Ah, I think so? Our artists just followed this tutorial adding objects to the prefab in prefab editor mode.
https://youtu.be/eP6QEn9SFoM
Then when I checked out her changes and opened the prefab it started happening.
Thanks for the details, I managed to reproduce the issue. I tested the current LTS versions, and all but 2019LTS have the issue. The issue seems to be due to changes introduced in Unity post 2019LTS.
I will try to fix this issue, but until then I have a work around. I will come back to this later.
(11-30-2022, 05:35 AM)rhys_vdw Wrote: It doesn't seem feasible that we would add manager singleton to every prefab, and this is apparently required for editing the spline.
_CurvyGlobal_ is not expected to be part of every prefab. That object is created automatically in the scene when needed. I will even add: avoid including _CurvyGlobal_ in any prefab, except if it is unavoidable.
(11-30-2022, 05:35 AM)rhys_vdw Wrote: I don't think it's appropriate for an editor tool to make scene modifications during edit mode.
Noted. Personally I never thought of this as an issue, but I can see why this can be seen as innapropriate. I will try to fix this in the future.
(11-30-2022, 05:35 AM)rhys_vdw Wrote: (unless it's using the correct hide flags: https://docs.unity3d.com/ScriptReference/Object-hideFlags.html)
_CurvyGlobal_ can be automatically hidden (it sets it's hide flags to HideFlags.HideInHierarchy). To do so, please go to the Preferences menu*, and set Hide _CurvyGlobal_ to true:
https://curvyeditor.com/documentation/toolbar/preferences#hide_curvyglobal
*Preferences menu is available either through the Options/Preferences in Curvy's scene view toolbar, or Unity's Edit/Preferences/Curvy
When hiding _CurvyGlobal_, it is still saved to the scene. This object store some global objects needed by Curvy, like pools for example.
Now back to the workaround: to avoid the stack overflow, have a _CurvyGlobal_ object present in your scene while editing your prefab*. It's not perfect, but I don't think it is too restrictive. Is it? Please let me know of what you thought of it.
*Easiest way to do that: create an empty spiine then delete it. Or drop the prefab in the scene.
I hope this helped.
Have a nice day
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