Closed KoushiroMitani closed 5 years ago
I think this is a case of the UI being very misleading - when you delete the room from the "Configure Rooms" panel that's just depopulating the UI and it doesn't have any effect on configured triggers at all. I'm going to modify the UI to correctly show which room a trigger is targeting (even if that room has been deleted) and I will also add a note next to the "delete room" button that it does not reconfigure existing triggers.
I would suggest disabling the trigger component in the scene, and then enabling it after you have set the RoomName
property to whatever room you really want it to be.
Dissonance 6.3.0 just went live on the asset store, that version includes improvements to the UI to ensure that this kind of confusion shouldn't happen again. I'll close this issue now, don't hesitate to re-open it if the problem persists :)
Context
When all Rooms are cleared out of the editor, VoiceReceiptTrigger will still join with the same channel you last launched with.
Expected Behavior
Expected to not join any rooms when none are defined in the editor.
Actual Behavior
Even though no rooms are configured, it will join one. When producing this small project I noticed that it was joining a room of empty string ''. Only after I launched with the room defaulted to 'Global' once did it persist after removing the room from the editor.
Workaround
Manually setting the active room name on the VoiceBroadcastTrigger/VoiceReceiptTrigger will override the existing one:
Fix
Steps to Reproduce
Your Environment
Include as many relevant details about the environment you experienced the bug in
Dissonance version used: v6.2.5
Unity version: 2018.2.10f1
Editor Operating System and version: Windows 10 Pro
Build Settings: Windows 64bit
Link to your project: Attached. Note I deleted the metadata folder and iOS plugins to get it small enough to attach here. DissonanceRepro.zip