tag
#components
4 items (4 fixes)
fixes
✓ 26.07
"My interface scan returns nothing at runtime"
OfType<IInteractable> on GetAllComponents<Component> returns nothing — enumerate concrete types and union them.
gameplaycomponents
✓ 26.07
"s&box component lifecycle in practice"
OnAwake runs synchronously inside Components.Create — set singletons there; derive from [Property] in OnStart after spawn helpers assign.
gameplaycomponents
✓ 26.07
"Scene.GetAllComponents skips disabled components"
A component with Enabled = false is invisible to GetAllComponents — search returns null even though the component exists.
gameplaycomponents
✓ 26.07
"The singleton pattern that removes reference-wiring"
static Instance set in OnAwake, cleared in OnDestroy — everything reads Foo.Instance with null-guards, no inspector wiring.
gameplaycomponents