#Blob assets on build
1 messages · Page 1 of 1 (latest)
Relyng on non-persistent values
like InstanceID or smth like that
{
// References:
// https://github.com/5argon/JobAnimationCurve
// https://math.stackexchange.com/questions/3210725/weighting-a-cubic-hermite-spline?answertab=active#tab-top
// https://pomax.github.io/bezierinfo/#matrix
// https://math.stackexchange.com/questions/253432/improving-newtons-iteration-where-the-derivative-is-near-zero
// https://bitbucket.org/andyfinnell/vectorbrush/src/40209d337251/VectorBrush/NSBezierPath%2BFitCurve.m
public BlobArray<Keyframe> keys;
public WrapMode preWrapMode;
public WrapMode postWrapMode;```
this is the type that is different on build
this BlobArray
Keyframes are a struct from unity itself
this are the values on build (the same after i restart, so it is not random)
on editor it is fine
They are subarrays, maybe it is the problem
GameplayAbilityCollection -> BlobArray<GameplayAbility> -> three AnimationCurveValueType with BlobArray<Keyframe>
But it works fine on editor ...
And all other levels, BlobArray of gameplay ability is fine. Only the keyframes are broken
Maybe i need to create my own Keyframe struct outside UnityEngine?
Custom keyframe worked
maybe your import settings for build are different
I tried creating my own KeyFrame instead of using unity Keyframe and it worked