10-02-2024, 08:22 PM
Hi,
I asked about this a couple of months ago and forgot to reply about it. I can't set the CGPathController component's Path property, even though I have a Rasterize Path it in the hierachy. When I click the button that says 'none', nothing appears in the popup list. (it just lists 'none')
This is being done on a prefab outside of play mode. If I press play, and instantiate the prefab, then the list populates in the prefab inspector, and I can select a rasterized path. (The list populates with none, and myGameObject(clone) > rasterize path > rasterize path). But then when I exit play mode, the list depopulates, and I get this error:
MissingReferenceException: The object of type 'BuildRasterizedPath' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
FluffyUnderware.Curvy.Generator.CGModule.get_Generator () (at Assets/Plugins/ToolBuddy/Assets/Curvy/Scripts/CG/CGModule.cs:218)
18)
Are you supposed to be able to setup a CG Path controller on a prefab like this? I'm going to see if I can get this to work through code instead of the inspector. I think I had some trouble with the images on here last time but let me know if there's anything you need a picture of (or any other details).
Thanks,
Jamie
I asked about this a couple of months ago and forgot to reply about it. I can't set the CGPathController component's Path property, even though I have a Rasterize Path it in the hierachy. When I click the button that says 'none', nothing appears in the popup list. (it just lists 'none')
This is being done on a prefab outside of play mode. If I press play, and instantiate the prefab, then the list populates in the prefab inspector, and I can select a rasterized path. (The list populates with none, and myGameObject(clone) > rasterize path > rasterize path). But then when I exit play mode, the list depopulates, and I get this error:
MissingReferenceException: The object of type 'BuildRasterizedPath' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
FluffyUnderware.Curvy.Generator.CGModule.get_Generator () (at Assets/Plugins/ToolBuddy/Assets/Curvy/Scripts/CG/CGModule.cs:218)
18)
Are you supposed to be able to setup a CG Path controller on a prefab like this? I'm going to see if I can get this to work through code instead of the inspector. I think I had some trouble with the images on here last time but let me know if there's anything you need a picture of (or any other details).
Thanks,
Jamie