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globalobjectid [2021/02/09 02:15]
uninomiconadmin ↷ Links adapted because of a move operation
globalobjectid [2021/02/11 20:36] (current)
uninomiconadmin
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 ==== Converting a Prefab Gid to an Unpacked Gid ==== ==== Converting a Prefab Gid to an Unpacked Gid ====
- 
  
 You can convert between the two using the following formula:(( You can convert between the two using the following formula:((
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 ++++ ++++
 +
 +===== 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''.
 +
 +For example, in this case, when passed an array of only scene objects:
 +{{ :hdmvjaumtf.png?direct&400 |}}
 +
 +The function will return non-scene objects (the shader editor asset at 205). 
 +{{ :is0bzbpnb6.png?direct&400 |}}
 +
 +This seems to be a bug. The correct result should have been ''null'', because that GID was deleted.
 +
 +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.)).
 +
 +Update: This is fixed in 2021.1 [[https://issuetracker.unity3d.com/issues/globalobjectidglobalobjectidentifierstoobjectsslow-sometimes-returns-a-random-existing-gameobject|bug tracker]].
  
globalobjectid.1612836909.txt.gz · Last modified: 2021/02/09 02:15 by uninomiconadmin