[#beta-bugs] [modding] There's not a straightforward way to disable Unity prefab imposters on...

Issue #1740 resolved
Freehold Games Bot Account created an issue

Marked for crossposting by: heladohart

Message (jump):

<exsanguination microtubules> [modding] There's not a straightforward way to disable Unity prefab imposters on the current screen. For example, if you're drawing tiles in a text console menu screen or other text console UI surface, torch animations show through the menu. GameManager just checks if there's a character or a tile on the buffer and animates prefabs anywhere there's a tile.

Would be useful to have a UIView parameter (or some similar mechanism) to temporarily disable prefab animations while a menu is open.

Comments (4)

  1. exsanguination microtubules

    I got this working but it took me a while to figure out a viable strategy. Would be nice to have an easier method.

    Tried these things first but they didn’t work:

    • Removing "HasImposter" tag from GameObjects in zone temporarily
    • Calling ImposterManager.enableImposters(false)

    Finally got this working by doing the following:

    1. Looping through all GameObjects in zone with “HasImposter” tag
    2. Adding “Non” property to each of those objects to make them not visible
    3. Calling DrawBuffer(Buffer, ImposterManager.getImposterUpdateFrame()); on my menu to update the imposter visibility, hiding them
    4. Then I have to go back and remove “Non” property from those objects before the menu closes.

  2. exsanguination microtubules

    Looks like this is fixed in the latest beta with the new ImposterSuppression mechanism. 👌

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