tag

#scene

7 items (7 fixes)

fixes
26.07.15a
"A code-built world can run TWICE on a network join and stack a second world on the first"

A joining client can build a code-generated world twice -- once on local StartupScene load, once on the networked scene handoff. A non-idempotent world author that clears its tracking lists but never destroys prior GameObjects stacks a whole second world. Make the author idempotent, and compute any sync hash from the build recipe, not a live scene scan.

26.07.08e
"Edit-mode Destroy() is deferred: scene queries return stale objects"

GameObject.Destroy() in edit mode is deferred; a query fired right after returns the previous build's objects.

26.07.08e
"GameObject.Destroy keeps rendering in edit mode: deferred queue not processed between regenerations"

A runtime-generated world root torn down with GameObject.Destroy() keeps rendering in edit mode because the deferred queue isn't flushed: use DestroyImmediate and sweep all matching roots.

26.07.15a
"Idempotent world rebuild needs DestroyImmediate, not Destroy"

Deferred Destroy() leaves the old code-built world overlapping the fresh one for a frame: use DestroyImmediate for teardown before rebuild, and pair it with a recipe hash for belt-and-suspenders join verification.

26.07.15a
"Library host project fails to compile library-mounted scenes"

A library host project fails to compile a library-mounted .scene asset: the resource compiler probes a mangled path, and the scene silently becomes an empty impostor.

26.07.08e
"Minimal scene: Sun, Skybox, Camera, Bootstrap"

Scene holds four GameObjects; Bootstrap OnStart builds the world in code: hotloads better, no scene/code drift.

26.07.22
"Static registry persists across editor Play restarts: gate on live objects"

A C# static list/registry survives editor Play stop/start and code hotloads, holding references to destroyed GameObjects: gate iteration on IsValid(), don't rely on clearing alone. It can also mask a new scene's state when stale high-priority entries outrank it. Hand registrations back in OnDestroy.

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