Comments (7)
Correct, that's a current limitation of our animation export. We're exporting animations using the KHR_animation_pointer extension, and that probably needs a special case for enabling/disabling of objects. Will look into it!
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Ah, great! If onEnable/onDisable firing when the animation sets the gameobject itself active/inactive too that would be good as sometimes I would rely on onEnable/onDisable during animations
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@ROBYER1 you can (as a workaround) declare this property on Needle Engine objects too. You are in javascript land after all 😅
Just add the following code somewhere in your scripts, that should do the trick:
Behaviour.prototype["m_Enabled"] = function(value) {
this.enabled = value;
};
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@ROBYER1 you can (as a workaround) declare this property on Needle Engine objects too. You are in javascript land after all 😅
Just add the following code somewhere in your scripts, that should do the trick:
Behaviour.prototype["m_Enabled"] = function(value) { this.enabled = value; };
I'll be sure to try this!
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I can also add it to our component in the next update until it's properly fixed in the exporter. But just so you know as it might not the last time 😅
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Ah sorry I have to correct my comment above. In this case you have to declare it as a property. But it works the same way
Like this:
Object.defineProperty(Behaviour.prototype, "m_Enabled", {
set: function m_Enabled(val: boolean) {
this.enabled = val;
},
get: function m_Enabled(): boolean {
return this.enabled;
}
});
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This should work in 2.20.0 pre now by default
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