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Library not re-generating #8
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For example, when adding a music player to the new scene, I can't choose a music file for it to play, there are no options to choose from |
That's strange, there are cases where AudioManager's enum generation can be interrupted by external forces such as compilation errors in other scripts, so check the console for those just to be sure. Otherwise, try deleting the AudioManager in the scene (or the scene itself) and adding a new one in and see if that fixes anything. I'm not able to recreate the bug you're encountering, so if you still run into it reply with the following info so I can see what's up:
|
It seems that the following code doesn't provide the desired behavior (in unity 2020.3.x)
If in the public Type GetSceneSoundEnum()
{
if (sceneSoundEnumType == null || sceneSoundEnumType.ToString() != sceneSoundEnumName)
{
// sceneSoundEnumType = Type.GetType(sceneSoundEnumName); => seems to currently not work
sceneSoundEnumType = GetEnumType(sceneSoundEnumName);
}
return sceneSoundEnumType;
} While using the same That method should probably best be externalized as a utility function and then used in both scripts. Maybe that helps someone else? |
Thanks for the report and fix Occuros! I'll try investigating it on my end as well |
Hi again Jacky!
I've tested the audio manager on one scene. Works perfect. Then tried adding it to a different scene, and I get nothing when re-generating. No audio library is being built.
Under sound\music library in the component, i get an error saying "Something may have interrupted AudioManager..."
Am I doing something wrong?
Thanks again
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