Closed yakirbu closed 1 year ago
All codes of the framework are interface-oriented programming, you can reimplement interfaces or override methods according to your own needs, without modifying the source code of the framework to meet your own needs.
Secondly, for your problem, you can set the prefab to an inactive state.
All codes of the framework are interface-oriented programming, you can rewrite interfaces or methods according to your own needs, without modifying the source code of the framework to meet your own needs.
Secondly, for your problem, you can set the prefab to an inactive state.
Hi there, I did implement the interface differently, but I was just suggesting a small fix for the default implementation. It's a bug since you are trying to set the GameObject to false after it's already instantiated, at that time the object might already be activated. It causes a flickering. Anyways, you can close the pull request if it you want to leave it that way.
okay, thank you! I'll test and merge it when I'm free.
All codes of the framework are interface-oriented programming, you can rewrite interfaces or methods according to your own needs, without modifying the source code of the framework to meet your own needs.
Secondly, for your problem, you can set the prefab to an inactive state.
Hi there, I did implement the interface differently, but I was just suggesting a small fix for the default implementation. It's a bug since you are trying to set the GameObject to false after it's already instantiated, at that time the object might already be activated. It causes a flickering. Anyways, you can close the pull request if it you want to leave it that way.
All codes of the framework are interface-oriented programming, you can rewrite interfaces or methods according to your own needs, without modifying the source code of the framework to meet your own needs.
Secondly, for your problem, you can set the prefab to an inactive state.
Hi there, I did implement the interface differently, but I was just suggesting a small fix for the default implementation. It's a bug since you are trying to set the GameObject to false after it's already instantiated, at that time the object might already be activated. It causes a flickering. Anyways, you can close the pull request if it you want to leave it that way.
I read the source code of Addressaable, I don't recommend using Object.Instantiate method to instantiate a GameObject, it will invalidate the reference count of the created object. So for the issue you mentioned, the best solution is to set the GameObject in the prefab to an inactive state
This update handles the issue where an object is instantiated and is being immediately activated. Now, we make sure that the object will not be seen at the time of the instantiation.