#Blob assets on build

1 messages · Page 1 of 1 (latest)

hushed drift
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What can make blob assets have different values on build than on editor?

supple notch
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like InstanceID or smth like that

hushed drift
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{
    // 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;```
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this is the type that is different on build
this BlobArray

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Keyframes are a struct from unity itself

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this are the values on build (the same after i restart, so it is not random)

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on editor it is fine

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They are subarrays, maybe it is the problem

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GameplayAbilityCollection -> BlobArray<GameplayAbility> -> three AnimationCurveValueType with BlobArray<Keyframe>

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But it works fine on editor ...

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And all other levels, BlobArray of gameplay ability is fine. Only the keyframes are broken

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Maybe i need to create my own Keyframe struct outside UnityEngine?

hushed drift
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Custom keyframe worked

supple notch
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maybe your import settings for build are different

hushed drift