Prop Spawner does not work
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Fionna
Many worlds rely on a prefab from Hardlight called PropSpawner. Build 746 breaks some aspects of this prefab. Example world: Bless the Rains. Doge spawns and follows Master, local to master. Others do not see master doge. Others see doges spawn but not follow.
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HardLight670
I noticed this a build or two ago, but it seems like OnEnable triggers might not fire properly when attached to a spawned object. In the log, you get:
WARNING: [VRC_TriggerInternal] <Object> deferred event Unnamed type OnEnable because nothing.
For a workaround, it is still possible to use button events, but I'll see if I can get a simple enough repro together just so that things are documented.
HardLight670
Also, possibly related, but spawning an object very early while a player is still loading in can cause the object's networked triggers to break for that client. When other clients try to send a networked trigger via that object, the broken client will log:
ERROR: [VRC_EventLog] Could not find target <Object> for <Trigger>
ayaldev
affected worlds in my end: 'Odin Temple', 'SOUNDWAVE Club', 'Glast Heim' and 'Moscovia' (Minimap not working for everyone, eating mechanism in SOUNDWAVE Club eating mechanism broken)
Phasedragon
This seems to be caused by the way that propspawner achieves an "owner local" trigger. It locally enables ownerevents on the dynamic prefab's source, spawns it, then disables it again. Then that object had an onenable. It seems there was some change to how dynamic prefab's were handled when you try to change their source. It's not as simple as just not firing, it seems more like a network ID issue, I'm not sure. I don't have a simplified repro yet.