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Added null checking code for missing process runtime #286
Added null checking code for missing process runtime #286
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…ssSceneObjects' (runtime and editor time) Added missing description of the FillGroupListItem function
} | ||
else | ||
{ | ||
UnityEngine.Debug.LogError("Process runtime configurator is not set in the scene and the object will not be registered. Create an empty game object with the 'RuntimeConfigurator' script attached to it."); |
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I think this error is redundant, as you're already receiving the "not registered" warning. The point of this if statement would be not to be flooded with "missing runtime configurator" exceptions when dragging a PSO in the scene - it's good that other code might throw that exception when trying to access the Runtime Configurator, but if we decide that PSO's just throw a warning and don't register we don't need this.
} | ||
else if (!loggedWarning) | ||
{ | ||
Debug.LogWarning("Process runtime configurator is not set in the scene, the object will not be registered."); |
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Maybe you should set loggedWarning = true also in the Init function, line 299. That way you don't get a double warning e.g. when dragging an object in the scene. The two warnings could also be identical (I like that the other one communicates the name of the GO).
Added better handling of warning logs in the process scene object (PSO)
I added some null checking codes to just warn the user if the process is not existing in the scene and just warns the user.
@coderabbitai review
/analyze