Bug Fixes

script and actors not having connect transform in on awake and in on start

join auto anchor having wrong anchor because was including scale

fixed selection do to changes to transform accessibility ?
This commit is contained in:
NoriteSC
2023-08-25 14:50:56 +02:00
parent 50c85aec6d
commit 6ab2e540a3
9 changed files with 42 additions and 45 deletions

View File

@@ -993,7 +993,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
// /\ all above this has to be done on an any thread
// \/ all below this has to be done on multiple threads at once
{
PROFILE_CPU_NAMED("Deserialize");
@@ -1016,8 +1016,16 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
// Synchronize prefab instances (prefab may have objects removed or reordered so deserialized instances need to synchronize with it)
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
SceneObjectsFactory::SynchronizePrefabInstances(context, prefabSyncData);
// Cache transformations
{
PROFILE_CPU_NAMED("Cache Transform");
scene->OnTransformChanged();
}
// Initialize scene objects
{
PROFILE_CPU_NAMED("Initialize");
@@ -1039,13 +1047,6 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
}
}
// Cache transformations
{
PROFILE_CPU_NAMED("Cache Transform");
scene->OnTransformChanged();
}
// /\ all above this has to be done on an any thread
// \/ all below this has to be done on a main thread