#Prefabs with baking behavior exist perpetually in subscene editor

1 messages · Page 1 of 1 (latest)

keen bluff
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Potentially dumb question, but the two prefabs in my project with baked components exist perpetually in my subscene, despite not being in the main scene or even in the subscene when I open it. How do I get rid of these two objects?

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losing my marbles, i desparately need those two objects to not show up automatically at runtime 😭

blazing hatch
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Blue means they are Prefabs (they have the Prefab tag)

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the white versions below them are instance values

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it looks to me your spawner has a reference to a gameobject prefab converted to an entity

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that reference is the blue entity you see

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when you spawn it, the instantiated copy is the white entity but the entity prefab still exists

keen bluff
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I'm following so far, It is true i convert a GameObject reference into an Entity reference so that I may spawn more of them later- is there a different variable type I should use if I don't want it to automatically store a copy of the reference?

blazing hatch
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you have to store a copy

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otherwise your spawner can't instantiate it

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otherwise what's it spawning?

keen bluff
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well, one prefab is a single hexagon (it creates a grid as you saw before, but one extra hexagon does not necessarily do too much damage), but the other is a trigger which grows and affects said hexagons- which means starting the simulation with one already in motion is problematic

blazing hatch
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the blue object isn't in your simulation

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any object with the Prefab tag is ignored from entity queries unless you specifically include it

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by doing .WithOptions(EntityQueryOptions.IncludePrefab)

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these blue objects will appear in no system queries and will not be simulated

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they are prefabs, not part of the simulation

keen bluff
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that's really strange because as of this moment, I can say without a doubt that the one prefab trigger is in fact affecting the hexes in the grid (that's what compelled me to open up my hierarchy)

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what you're saying is making a whole lot of sense to me, but i'm seeing silliness in my scene XD

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Would this return prefab entities as well? It doesn't seem to say so in the manual

blazing hatch
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hmm never used it

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seems like an odd method to use tbh for anything

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but it seems like it

keen bluff
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I'm rewriting it now to use a more conventional query, fingers crossed!

blazing hatch
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it seems like it only doesn't return system and meta entities

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this is definitely something you shouldn't use outside some type of editor tooling

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(or some world serialization thing)

keen bluff
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That makes alot of sense, I'll abstain until I know what i'm doing XD