code logs -> 2019 -> Wed, 28 Aug 2019< code.20190827.log - code.20190829.log >
--- Log opened Wed Aug 28 00:00:04 2019
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01:52
<&McMartin>
I'm guessing the latter, for moving or rotating objects within a scene.
02:20
<&Reiver>
aha
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02:34
< Pink>
Reiver, imagine you have a scene hierarchy with a few hundred objects and you want to be able to quickly jump to a couple of things that you are actively working on
02:35
< Pink>
Especially when it is something hard to click on or that might be far offscreen
02:40
<&Reiver>
makes sense
02:45
< Pink>
What doesn't make sense is them not documenting it very well... but that is a typical unity issue. A lot of things are much easier than you'd think from having to wade through fifty google results, half of which are quietly depreciated.
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10:19
<@TheWatcher>
Pink: only half?~
10:21
<@TheWatcher>
IME it's more like half are deprecated, a third are for things that've been removed or renamed completely, and of the remainder most are missing a vital step to make something work >.>
10:34
< Pink>
Yeah. Like that big row they had when they removed OnSceneLoaded() a couple years back, breaking every project ever.
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10:34
< Pink>
I mean, three years later it still /works/ but unity aggressively passive aggressively tells you that you shouldn't use it because they really will actually remove it some day.
10:36
< Pink>
They didn't actually put the depreciation in the patch notes, just let people discover it from the unhelpful error messages.
10:38
< Pink>
I dunno about now but as of the start of the year they hadn't gotten around to describing the new right way in the docs.
11:30
<&Reiver>
What /is/ the right new way? I'm going to have to learn scenes soon. (I assume scenes are how one loads/unloads levels, as it were)
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19:18
< Pink>
The right way is to use a delegate, as the docs and error messages will helpfully tell you.
19:19
< Pink>
Enjoy the fifty pages of google results arguing over what that means, when it is actually like an extra two lines of code you need to add.
19:22
< Pink>
You add void OnEnable(){SceneManager.sceneLoaded += YourFunctionNameHere;} and a matching void OnDisable(){SceneManager.sceneLoaded -= OnSceneLoaded;}
19:22
< Pink>
er, void OnDisable(){SceneManager.sceneLoaded -= YourFunctionNameHere;}
19:22
< Pink>
And then it will call the function more or less when you'd expect, assuming it doesn't break
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--- Log closed Thu Aug 29 00:00:06 2019
code logs -> 2019 -> Wed, 28 Aug 2019< code.20190827.log - code.20190829.log >

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