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Prefab Script:Start bug + workaround


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Hi,

 

I just found a little, but kind of frustrating bug (was frustrating to find it out ^^). If you load an prefab, its children's "Start" functions were not being called in earlier version of Leadwerks, this is what has been fixed fortunately. BUT the system, or whatever you wanna call it, skips the entities, which are children of an entity which has NO script attached. The fix is to attach an script to every entity of your prefab so it does not skip any of your child's. I hope this helps and gets fixed soon.

 

MadMorra

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