Hi Tony,
thanks for looking into it!
Search found 3 matches
- Wed Jul 08, 2020 8:40 am
- Forum: Quest Machine
- Topic: [SOLVED] Saving Spawns
- Replies: 9
- Views: 1321
- Wed Jul 08, 2020 5:37 am
- Forum: Quest Machine
- Topic: [SOLVED] Saving Spawns
- Replies: 9
- Views: 1321
Re: [SOLVED] Saving Spawns
I continued debugging and found that the extended spawner script I used changed the spawned object name, so the script could not find the correct prefab. After fixing that, it got even more interesting/confusing: I created another simpler spawner for testing purposes. That spawner has one npc prefab...
- Wed Jul 08, 2020 4:20 am
- Forum: Quest Machine
- Topic: [SOLVED] Saving Spawns
- Replies: 9
- Views: 1321
Re: [SOLVED] Saving Spawns
Hello, I have a simmilar problem: A spawner in the scene spawns NPCs as soon as the game starts. I've added a SpawnedObject component to the NPC prefabs and a SpawnedObjectManager to an active GameObject in the scene (parent object to the spawner which spawns the NPCs). However, when laoding the gam...