This still happens (on new GameObject as well.. with just a Timeline and Custom Recorder):
NullReferenceException: Object reference not set to an instance of an objectChronos.ReorderableList.ReorderableListControl.PrepareState (Int32 controlID, IReorderableListAdaptor adaptor) (at Assets/Chronos/Source/Dependencies/ReorderableList/Editor/ReorderableListControl.cs:586)Chronos.ReorderableList.ReorderableListControl.Draw (Int32 controlID, IReorderableListAdaptor adaptor, Chronos.ReorderableList.DrawEmpty drawEmpty) (at Assets/Chronos/Source/Dependencies/ReorderableList/Editor/ReorderableListControl.cs:1376)Chronos.ReorderableList.ReorderableListControl.DrawControlFromState (IReorderableListAdaptor adaptor, Chronos.ReorderableList.DrawEmpty drawEmpty, ReorderableListFlags flags) (at Assets/Chronos/Source/Dependencies/ReorderableList/Editor/ReorderableListControl.cs:184)Chronos.ReorderableList.ReorderableListGUI.DoListField (UnityEditor.SerializedProperty arrayProperty, Single fixedItemHeight, Chronos.ReorderableList.DrawEmpty drawEmpty, ReorderableListFlags flags) (at Assets/Chronos/Source/Dependencies/ReorderableList/Editor/ReorderableListGUI.cs:358)Chronos.ReorderableList.ReorderableListGUI.ListField (UnityEditor.SerializedProperty arrayProperty, ReorderableListFlags flags) (at Assets/Chronos/Source/Dependencies/ReorderableList/Editor/ReorderableListGUI.cs:396)Chronos.CustomRecorderEditor.OnInspectorGUI () (at Assets/Chronos/Source/Editor/CustomRecorderEditor.cs:24)UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1374)UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Hey, I thought that Chronos v2.4.14 fixed this but it's still happening.Same error as above and this is what it looks like in the inspector:
* .NET 4.x Equivalent
Please please consider starting to add support for these soon! ^_^
Surely Unity would support further development of your amazing plugin by providing you the necessary source code for them.
Otherwise, if you have a Pro account I see it's included: https://store.unity.com/products/unity-pro
How do I and/or my team get Premium and/or source code access?Please contact your local Unity representative (http://unity3d.com/sales/finder) if you are interested in purchasing support and source code access.
Keep up the great work!!
Sorry for the delay!
So the timeScale going to 0 is done by an AreaClock, using LerpTimeScale. If I try to get the velocity of an object fully stopped therein, it returns NaN instead of its frozen velocity.
Yes, I'm using its RigidbodyTimeline2D.
Probably why some of the projectiles caught in the AreaClock will just drop instead of continue their trajectory once they lerp back to timeScale = 1.
Hopefully that helps!
Upon further testing, the BuoyancyEffector2Ds damping and flow parameters do seem to still be functioning. So it's just gravity not getting partially canceled out based on the effector's density versus the body's.
Will update if I'm able to implement a solution~
Awesome! Keep up the amazing work!! ^_^
Good luck, thank you!
I just realized that in the 2D Platformer sample project, for whatever reason (more arcade-y?), the Y Gravity is set to -30 (instead of default -9.81). This seems to amplify the drift effect..
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