StandardAssets script does not work
complete
ikuko
Execute Instantiate The StandardAssets script does not work properly.
Is this the expected behavior?
Many worlds are stopped working.
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Aev
complete
This issue was resolved in a previous update.
Raphael Bergmann
"Object Spin" is still not working in 2018.4.4p3.
ikuko
Raphael Bergmann: What is "Object Spin"?
I do not think there is such a script in StandardAssets
Raphael Bergmann
ikuko: It's part of the whitelisted "Textmesh Pro" component, although this might not exactly match this topic here I thought it's probably something very similar...
ikuko
Raphael Bergmann: I also noticed.
It seems better to post as a separate report.
Raphael Bergmann
ikuko: OK :)
ikuko
I confirmed that it was fixed in version 2018.4.4p3.
ikuko
We could not confirm the correction at 2018.4.4p2.
Please check again whether correctly.
Tupper - VRChat Head of Community
in progress
I am sorry, I was incorrect. This will be fixed in the next patch, which is due out soon.
Tupper - VRChat Head of Community
complete
This was fixed in 2018.4.4p2.
Tupper - VRChat Head of Community
in progress
This is being fixed and we will have a patch to repair it.
ikuko
I think that processing of this part of ActivateTrigger is erased.
Aev
A list of worlds that are not working because of this issue would also be very helpful.
CyanLaser
Can confirm that Instantiate is not working. Standard asset script "ActivateTrigger" has instantiate in the Replace action. This works in Unity but does not work in game. There is no indication in the log that this failed.
Attached is a simplified example scene. Please import the sdk and Standard Assets Utilities. ActivateTrigger is in the whitelisted components. In this example you can test in unity by enabling the "SpawnTest/Spawner". The cube enables this in game with triggers to test the same functionality.
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