globalobjectid
Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| globalobjectid [2021/02/08 09:25] – [Converting a Prefab Gid to an Unpacked Gid] uninomiconadmin | globalobjectid [2025/01/15 04:35] (current) – external edit 127.0.0.1 | ||
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| Line 9: | Line 9: | ||
| //All notes below only apply to running the game in Play mode in the Editor.// | //All notes below only apply to running the game in Play mode in the Editor.// | ||
| - | When a scene is loaded in play mode, prefabs are unpacked ((I've seen this mentioned in the profiler as Prefabs.MergePrefabs, | + | When a scene is loaded in play mode, prefabs are unpacked ((I've seen this mentioned in the profiler as Prefabs.MergePrefabs, |
| For example. You may have a prefab in the scene with GID: | For example. You may have a prefab in the scene with GID: | ||
| Line 29: | Line 29: | ||
| '' | '' | ||
| + | ++++ Example Code| | ||
| - | <codedoc | + | <code csharp> |
| private static GlobalObjectId ConvertPrefabGidToUnpackedGid(GlobalObjectId id) | private static GlobalObjectId ConvertPrefabGidToUnpackedGid(GlobalObjectId id) | ||
| { | { | ||
| Line 40: | Line 41: | ||
| return unpackedGid; | return unpackedGid; | ||
| } | } | ||
| - | </codedoc> | + | </code> |
| + | ++++ | ||
| + | |||
| + | ===== Bug: Querying deleted objects ===== | ||
| + | When calling '' | ||
| + | |||
| + | For example, in this case, when passed an array of only scene objects: | ||
| + | {{ : | ||
| + | |||
| + | The function will return non-scene objects (the shader editor asset at 205). | ||
| + | {{ : | ||
| + | |||
| + | This seems to be a bug. The correct result should have been '' | ||
| + | |||
| + | I have had some luck < | ||
| + | |||
| + | Update: This is fixed in 2021.1 [[https:// | ||
globalobjectid.1612776352.txt.gz · Last modified: 2025/01/15 04:35 (external edit)