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UnityEvents using Classes as Paremeters don't fire when used in builds
Steps to reproduce:
1. Open the QA-attached project (Link in the edit "Project: (60mb)")
2. Run the MainScene in the editor.
3. Press the left mouse button to start the run.
4. Notice these Logs are being called:
"Entered new track caught, if this is fired, the event is successful"
" Found an old track, cleaning up".
5. Build and run the project.
Expected: the same logs also appear.
Actual: the logs no longer get called.
Reproduced in: 2018.4.21f1, 2019.2.21f1, 2019.3.6f1, 2020.1.0b5, 2020.2.0a5
The event object is located in:
Assets -> Events -> GameEvents -> Track Events -> OnNewSegmentEntered
The script that fires the event: TrackSegment.cs
The script that should receive the event: EnvironmentSpawner.cs, located as a Component on Hierarchy -> [Managers] -> [Spawning Manager]
VLNQA00021, Samsung Galaxy S7 (SM-G930F), Android 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00288, Samsung Galaxy J7 (SM-J730F), Android 8.1.0, CPU: Exynos 7 Octa 7870, GPU: Mali-T830
VLNQA00277, Asus ROG Phone (ASUS_Z01QD), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00121, Samsung Galaxy S9 (SM-G960F), Android 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72
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Jul 29, 2020 21:53
This is quite the annoying little quirk!
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Resolution Note (2021.2.X):
Project setup error:
Two copies of the asset exist, one in addressables, and one in the player main scene. The track firing the event is in addressables, but the listener listening to the event is in the player main scene. Because of these being unlinked copies, the event is not received.
"[Spawning Manager]" should be moved to and loaded from addressables, additionally "Assets\Events\GameEvents\Track Events\OnNewSegmentEntered.asset" should also be marked as addressable to ensure it does not get duplicated any additional times and events remain linked.