Able to change proeprty defaults of custom script properties from editor.
Actual behaviour
Editor throws error.
Steps to reproduce
I have a bunch of go files, with a single script attached, with custom properties (created via go.property()), used in a collection. There are a few of these (10 or so) since they're moving platforms in a level. Once I actually use them in the level and override the property defaults on any one of them, it throws this error. The error message changes depending on what properties I have overriden, for example "Duplicate node key 'move_x'" or "Duplicate node key 'move_distance_x'".
Not 100% sure, but the properties I set seem to behave as expected in engine, it's just the editor that is throwing this error.
It might be related to this issue ---> when creating new platforms by copying and pasting the gameobject in the editor - during runtime the gameobject does not respect any changes to any properties within the editor until it is explicitly cut and paste back into the scene - acting as if the two objects share the same properties until this is done.
Expected behaviour
Able to change proeprty defaults of custom script properties from editor.
Actual behaviour
Editor throws error.
Steps to reproduce
I have a bunch of go files, with a single script attached, with custom properties (created via go.property()), used in a collection. There are a few of these (10 or so) since they're moving platforms in a level. Once I actually use them in the level and override the property defaults on any one of them, it throws this error. The error message changes depending on what properties I have overriden, for example "Duplicate node key 'move_x'" or "Duplicate node key 'move_distance_x'". Not 100% sure, but the properties I set seem to behave as expected in engine, it's just the editor that is throwing this error.
I'm having the exact same issue with the way I'm implementing moving platforms as well.
It might be related to this issue ---> when creating new platforms by copying and pasting the gameobject in the editor - during runtime the gameobject does not respect any changes to any properties within the editor until it is explicitly cut and paste back into the scene - acting as if the two objects share the same properties until this is done.