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Keep collisions info while prefab replacement #296

@TheEidj

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@TheEidj

Salut Sean !

I was refactoring some code in my CustomTiledImporter and I noticed that most of my code was only doing prefab replacement for elements that needed info from the collider added. (E.g. to adjust a water spot prefab width and height)

If I decide to go for the true Prefab Replacement (via Project Settings) :
I know that once the prefab is instantiated, you took care of calling and setting all functions/vars according to the tiled class properties on any monobehaviour on the prefab GO.
But, at this point, and from the few test I did, the SuperCustomProperties, SuperCustomColliders and Colliders are no longer existant by the time we call those functions on those monobehaviour. Or am I wrong ? Am I missing something crucial ?

I lack time today to find where you handle the prefab replacement to check my theory. But if I'm right, wouldn't it be better to keep the SuperCustomProperties and SuperCustomCollider, at least while we check for functions on the prefab monobehaviour to run ?

Thanks for this amazing package ! It's a delight to use it in my workflow !

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