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globalobjectid [2021/02/11 00:30] – [Bug: Querying deleted objects.] uninomiconadmin | globalobjectid [2025/01/15 04:35] (current) – external edit 127.0.0.1 |
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===== Bug: Querying deleted objectss ===== | ===== Bug: Querying deleted objects ===== |
When calling ''GlobalObjectId.GlobalObjectIdentifiersToObjectsSlow'' with a GlobalObjectId that was assigned to a now-deleted object, the Object returned will sometimes be a valid, arbitrary Object in the project, rather than the correct value of ''null''. | When calling ''GlobalObjectId.GlobalObjectIdentifiersToObjectsSlow'' with a GlobalObjectId that was assigned to a now-deleted object, the Object returned will sometimes be a valid, arbitrary Object in the project, rather than the correct value of ''null''. |
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This seems to be a bug. The correct result should have been ''null'', because that GID was deleted. | This seems to be a bug. The correct result should have been ''null'', because that GID was deleted. |
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If you are able to detect that this has happened, you can simply query these 'bad' GIDs individually with ''GlobalObjectIdentifierToObjectSlow''. This seems to properly return null. | I have had some luck <sup>[//[[:wiki:tag:dark-magic|dark magic]]//]</sup> querying these 'bad' GIDs individually with ''GlobalObjectIdentifierToObjectSlow''. This seems to properly return null in certain cases. This does not cure all cases, however((Luckily, there was only a small set of objects that were valid to be stored by my GIDs, and so I could discard any GIDs resolving to the wrong type.)). |
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| Update: This is fixed in 2021.1 [[https://issuetracker.unity3d.com/issues/globalobjectidglobalobjectidentifierstoobjectsslow-sometimes-returns-a-random-existing-gameobject|bug tracker]]. |
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