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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

0

Found in [Package]

1.4.0f11

Issue ID

UVSB-789

Regression

No

Can't assign Game Objects to Graph/Object Variables while in Prefab Mode

Package: Visual Scripting

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Original Issue - Unity Bug
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Hi,

Same issue as here: [https://support.ludiq.io/communities/5/topics/2481-object-variables-are-not-supported-in-nested-prefabs]

As soon as i save something as a prefab in 2018.3 all the object variables gets set to Null. I cannot edit or add them any way.

Steps to replicate:

  1. Create object variable in a gameobject:  !https://support.ludiq.io/s/attachments/21929/5/1915/b0175251d5a2923427899c841cef9796.png!
  2. Make into a prefab

!https://support.ludiq.io/s/attachments/21929/5/1915/1c79c135215870bc9a4a13aad33f986c.png!
 

It will clear them. Currently i have not found a work around except setting it manually in script during runtime.
 
Bolt Version:
1.4.0f11
Unity Version:
2018.3f2
Platform(s):
 
Scripting Backend:
 
.NET Version (API Compatibility Level):
 
 

  1. Resolution Note:

    Lazlo Bonin (Lead Developer) 2 years ago
    Hi everyone,

    So I looked into this further and I was not able to fix it. The problem is that the EditorGUI.ObjectField method in the API does not seem to have been updated for the new prefab workflow, so there's no way of showing Self (isolated) objects without showing Scene objects too. Likewise, there's no way of hiding Scene objects without also hiding Self objects.

    https://forum.unity.com/threads/editorgui-objectfield-allowsceneobjects-in-isolation-mode.610564/

    For now, because it's perfectly valid to assign Self objects when in prefab isolation mode, I can't disable the Scene objects from the dropdown. Until Unity chimes in with a fix here, it's up to you to not assign scene references to isolated prefabs. If you do, they'll become null as they should.

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