Open bhavin2707 opened 3 years ago
FWIW, I think I've locally fixed this by adding an OnDestroy()
method to the Davinci.cs
file, like this:
private void OnDestroy()
{
if (underProcessDavincies.ContainsKey(uniqueHash) && underProcessDavincies[uniqueHash] == this) {
if (enableLog)
Debug.Log("[Davinci] Removing Davinci object while download unfinished: " + uniqueHash);
underProcessDavincies.Remove(uniqueHash);
}
}
I have not yet been able to test this outside of our own use case, where it seems to fix an issue similar to that of @bhavin2707, but I think I understand the code well enough to determine that the code above makes sure that the Davinci
instance being destroyed is the one that any other possible Davinci
instances that were waiting for the same file have set their hopes on for getting the file, so if this one is being Destroy()
ed, no other Davinci
instance should be registered for this specific uniqueHash
anymore.
Hi, so I was developing a puzzle game that uses this plugin as it's a perfect fit. I am downloading the images from google drive at runtime. In the many, I have a script to download the levels sequentially in the background, but the problem occurs when I change the scene, and when I come back, the plugin just won't download the levels. it gets stuck where it was left off. This breaks the flow of downloading the levels and to continue, have to restart the app.
Any suggestions on how to fix it?