Search Issue Tracker
Fixed
Fixed in 1.0.10
Votes
0
Found in [Package]
1.0.9
Issue ID
BEHAVB-290
Regression
No
Allow queueing of event channels
*Steps to reproduce:*
1. Create a new Behavior graph and open it
2. From the blackboard, Create a new EventChannel (named = "DefaultEventChannel", message = "On Event raised") and an integer variable "Event Count"
3. Add a StartOnEvent node and assign the EventChannel, then add and attach a log message to it.
4. Create an EventChannel object (from project view, right-click > Create > Behavior > Event Channel)
5. Assign the EventChannel object to the graph variable.
6. Create a EventTester Monobehavior (script below)
7. Assign the EventTester script to an object on the scene and set it's EventChannel variable with the object. Also set EventCounToSend variable to 2.
8. Enter playmode and press Space.
*Actual results:*
* Event log message is printed only once.
*Expected results:*
* Event log message is printed twice.
*Reproducible with versions:*
1.0.9
*EventTester.cs*
{code:c#}
using UnityEngine;
public class EventTester : MonoBehaviour
{
[SerializeField]
DefaultEventChannel m_Channel;
[SerializeField]
int m_EventCountToSend = 1;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
for (int i = 0; i < m_EventCountToSend; ++i)
{
m_Channel.SendEventMessage();
}
}
}
}
{code}
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Add comment