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Author Topic: 2D Wave Megashape Breaks in a Prefab
outtoplay
Newbie
Posts: 8
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Post 2D Wave Megashape Breaks in a Prefab
on: June 22, 2012, 00:09
Quote

Hi Chris,
Is there any issue you are aware of that would prevent a 2d Wave from being added to a Prefab without breaking it?

Breaking my situation down to something much simpler, these steps lead to a broken wave object.

-New Project, imported Megafiers from asset store
- Go to Game Objects /Create Others / Megashapes / Wave Mesh
- reset location to 0,0,0 (not necessary but it's neat)
- give it a width and height (800,80) for example, add 50-60 width segments
- Under Wave 1 dial up some nice looking waves. Flex 2, Amplitude 20, Wave Len 13.63
- hit play watch waves roll passed.
- Now create an Empty Game Object, at 0,0,0 add wave mesh as child. make it a prefab.
- delete the wave in the game view, drag up the new wave prefab and......it's broken.

Here's a screen cap of the error I get:
Image

Can this object not be added to a prefab?

thanks,
Brendan

spookycat
Administrator
Posts: 148
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Post Re: 2D Wave Megashape Breaks in a Prefab
on: June 22, 2012, 09:26
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Thank you for a nice clear bug report and repo, I have tracked down the problem, a local variable name the same as a class variable name (wish they would warn on that one) the issue is fixed and I will submit a new version to the store today. Thanks again.
Chris

outtoplay
Newbie
Posts: 8
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Post Re: 2D Wave Megashape Breaks in a Prefab
on: June 23, 2012, 01:36
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Hey Chris,

thanks for the super fast fix, worked like a charm. You are terrific.

best,
B.

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