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Editing exported boolean of base scene child is not working in inherited scene #3904
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As I recall, that is by design, because when you save the child scene it On Wed, Mar 2, 2016 at 1:22 PM, kubecz3k notifications@github.com wrote:
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@OvermindDL1 this is not by design, for other types of data like Vector3 default values are inherited correctly (you can see this in sample project). Take a look at the video since I'm not sure you got the issue correctly. |
@kubecz3k ~ What happens what you set it from If it happens with numbers, but not with |
@bojidar-bg For numbers it's working fine. Interestingly when in base scene boolean is set to false then it's possible to save true value in inherited scene. |
@kubecz3k ~ does it... um... work with |
@bojidar-bg tested with xscn, no difference between xscn and tscn |
@kubecz3k ~ Then it seems a boolean-specific problem... |
I appear to be having a similar problem with exported variables not being remembered, except mine seems to occur when the game is run. I have some exported strings which I set in the editor, and when I try and read them in-game, it says they're empty. If I change the name of the variable and set it again in the editor, then it contains the string as expected, but eventually stops working and becomes empty again. |
@sketchyfun this sounds like a different (but might be related) issue. It would be the best if you could create new issue, provide reproduction steps or some sample project. Thanks! |
Yeah sorry, didn't mean to derail this! I'll try and get an example done and then I'll link to this issue |
@sketchyfun absolutely no problem here, it is just easier for developers when issues are separated (different issues = different testing steps, different moment of fixing, usually different prs that's fixing an issue, and so on) (I was giving you the info that it would be best to create new issue, not because I'm the author of this one, but because I'm in a godot bugsquad team (we are trying to keep github manageable) ) |
(cherry picked from commit 8e1c0f2)
Operating system or device:
Ubuntu 15.10, Godot 2.0
Issue description (what happened, and what was expected):
If base scene consist of subscene with exported boolean value, editing this value from inherited scene will not always be saved.
Steps to reproduce:
Easy way:
1.Download sample project.
2. Open "InheritedScene.tscn"
3. Change "Some bool" variable to false
4. Save the scene
5. Reopen the scene
6. Observe "Some bool" is still true
Manual way:
export (bool) var someBool = false;
true
Link to minimal example project (optional but very welcome):
Wideo that illustrates the problem: https://youtu.be/wgcsQ5nOGco
Sample project: SubsceneInheritedSceneBooleanValueIssue.zip
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