--- Log opened Wed Aug 28 00:00:04 2019 |
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01:52 | <&McMartin> | I'm guessing the latter, for moving or rotating objects within a scene. |
02:20 | <&Reiver> | aha |
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02:34 | < Pink> | Reiver, imagine you have a scene hierarchy with a few hundred objects and you want to be able to quickly jump to a couple of things that you are actively working on |
02:35 | < Pink> | Especially when it is something hard to click on or that might be far offscreen |
02:40 | <&Reiver> | makes sense |
02:45 | < Pink> | What doesn't make sense is them not documenting it very well... but that is a typical unity issue. A lot of things are much easier than you'd think from having to wade through fifty google results, half of which are quietly depreciated. |
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10:19 | <@TheWatcher> | Pink: only half?~ |
10:21 | <@TheWatcher> | IME it's more like half are deprecated, a third are for things that've been removed or renamed completely, and of the remainder most are missing a vital step to make something work >.> |
10:34 | < Pink> | Yeah. Like that big row they had when they removed OnSceneLoaded() a couple years back, breaking every project ever. |
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10:34 | < Pink> | I mean, three years later it still /works/ but unity aggressively passive aggressively tells you that you shouldn't use it because they really will actually remove it some day. |
10:36 | < Pink> | They didn't actually put the depreciation in the patch notes, just let people discover it from the unhelpful error messages. |
10:38 | < Pink> | I dunno about now but as of the start of the year they hadn't gotten around to describing the new right way in the docs. |
11:30 | <&Reiver> | What /is/ the right new way? I'm going to have to learn scenes soon. (I assume scenes are how one loads/unloads levels, as it were) |
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19:18 | < Pink> | The right way is to use a delegate, as the docs and error messages will helpfully tell you. |
19:19 | < Pink> | Enjoy the fifty pages of google results arguing over what that means, when it is actually like an extra two lines of code you need to add. |
19:22 | < Pink> | You add void OnEnable(){SceneManager.sceneLoaded += YourFunctionNameHere;} and a matching void OnDisable(){SceneManager.sceneLoaded -= OnSceneLoaded;} |
19:22 | < Pink> | er, void OnDisable(){SceneManager.sceneLoaded -= YourFunctionNameHere;} |
19:22 | < Pink> | And then it will call the function more or less when you'd expect, assuming it doesn't break |
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--- Log closed Thu Aug 29 00:00:06 2019 |