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Describe the bug
Sometimes when I delete on Initialization some GameObjects containing the SoftMask.cs component, I am getting null exceptions. Those are being casued by the call to MaskUtilities because those are not checking if the object still exists:
I solved it by just adding if (isDirty || !this || !isActiveAndEnabled) return; before the MaskUtilities call, but there is probably some better way to solve it.
Thank you for developing this asset by the way, it's super helpful, it's honestly crazy that Unity doesnt support this by default.
The text was updated successfully, but these errors were encountered:
Describe the bug
Sometimes when I delete on Initialization some GameObjects containing the SoftMask.cs component, I am getting null exceptions. Those are being casued by the call to MaskUtilities because those are not checking if the object still exists:
private void SetDirtyAndNotify() { SetSoftMaskDirty(); MaskUtilities.NotifyStencilStateChanged(this); }
I solved it by just adding
if (isDirty || !this || !isActiveAndEnabled) return;
before the MaskUtilities call, but there is probably some better way to solve it.Thank you for developing this asset by the way, it's super helpful, it's honestly crazy that Unity doesnt support this by default.
The text was updated successfully, but these errors were encountered: