• @shortyyard
    Wasn't able to recreate this yet - is this happening with 2 different input keys or adding input IDs to the same input key? Tried both, though ...
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  • It was with 2 different input keys but I can't reproduce it either anymore after a restart. If it happens again I will try and record the steps.
  • In TerrainDataChanges.cs there might be an error. float[,] heightMap is stored as [y, x] but float[,,] alphaMap is stored as [x, y, a].

    The issue is in public void LoadGame(DataObject data):
    this.alphaMap = new float[ySize, xSize, aSize]; // [y, x, a] instead of [x, y, a]
    for (int x = 0; x < this.alphaMap.GetLength(0); x++) // GetLength(0) returns ySize
    {
    for (int y = 0; y < this.alphaMap.GetLength(1); y++) // GetLength(1) returns xSize
    {
    for (int a = 0; a < this.alphaMap.GetLength(2); a++)
    {
    this.alphaMap[x, y, a] = tmp[count++];
    }
    }
    }

    I don't know if it matters because if the terrain system always creates square tiles then xSize will always be the same as ySize.

    Also, this might be faster unless GetLength() gets cached:
    for (int x = 0; x < xSize; x++)
  • @TW0
    That's basically just a misslabeled loop variable, changing the outer for-loop to y and the middle to x will not make any changes to the result, since they're just variables to count the index.
    Caching GetLength of a multidimensional array shouldn't really be any noticeably faster.
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  • I think this is a Makinom bug.
    I don't know exactly how to reproduce it but it happens when I use multiple schematic layers. Every additional layer under the base layer loses connection from the starting gate node. I suspect it happens when I make certain changes to the base layer but this has only happened a 1-3 times so far so I have no idea how to reproduce it.
  • I have a menu button override in the UI box that I use for the main menu. This override doesn't seem to be saved properly, because if I delete the project's Library folder or do a clean checkout from source control the override is reset to "None (Game Object)".

    There is also no change detected by my source control when I add or remove a button override.

    Here is how it's supposed to look using with the menu button override:
    image

    Here it has reset to using the default button prefab:
    image

    Here are my settings for the UI Box prefab. The first image just shows that it's a prefab variant, although I wouldn't think that would cause an issue.
    image

    The second is the settings for the UI Box component.
    image
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