#[Chainloader] HideManagerGameObject meaning?

10 messages · Page 1 of 1 (latest)

worldly tapir
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I just noticed this option affects the behaviour in lots of mods.
As far as I know, it jumps the whole Start() function when this option is disabled.
So what does this option means actually?
Could anyone please give me some clues?

[Chainloader]

## If enabled, hides BepInEx Manager GameObject from Unity.
## This can fix loading issues in some games that attempt to prevent BepInEx from being loaded.
## Use this only if you know what this option means, as it can affect functionality of some older plugins.
## 
# Setting type: Boolean
# Default value: false
HideManagerGameObject = false
charred linden
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hope that makes sens im bad at explaining stuff

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and by loaded from BepinEx i mean the mods btw

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but ye it does more than just skipping the Start() it destroys the class so the Update() and so on wont work inside of the main class either

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as ye it gets intialised and then destroyed by Unity

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LC isnt the only game that does it btw. For example Raft does it too this is my entire Awake() for my raft mod

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and then because i enabled my HarmonyPatches in it before it got destroyed i use the HarmonyPatch to add the GO each time i join a game on Raft which like you see add my AFKDetector script into a GO i create called AFKManager

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hope this makes a bit more sens but i dont mark them as dont destroy on load or anything as i dont want this to persist between levels in my case

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but ye you can try it by adding void Destroy() inside of your main mod class and put a debug in it and you can see that it gets called after getting loaded