Rick Posted February 22, 2014 Share Posted February 22, 2014 I noticed that if a prefab doesn't have a Script:Start() function in the script no other LE script functions get called when I load a prefab. I assume if the 2nd param to Prefab:Load() indicates it should call the Start() function it tries to do so even if 1 doesn't exist, and bombs out or something. In my case I don't need a Start() function so I didn't have it in my script but I did have an UpdateWorld() function that turns the entity and I noticed my entity wasn't turning. This isn't a huge deal as I can just add an empty Start() function but it was a little confusing as to why my entity wasn't turning. I have no need for a Start() function in this script so I shouldn't have to define one to make it work. Guessing it's just a function check in the Prefab:Load() to see if Start() exists and if not just skip trying to call it. Link to comment Share on other sites More sharing options...
Josh Posted March 22, 2014 Share Posted March 22, 2014 I believe this is fixed. I can't produce the error in the current build. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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