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Duplicating GameObjects or using Prefabs with CVR Interactable components causes GUID conflicts in their Actions #1699

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alpha-blend-interactive-bot bot opened this issue Feb 12, 2025 · 1 comment

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Original Poster: SubsonicJackal154
Posted at: 02.11.2024 05:56:12
Votes: ⬆️ 6 ⬇️ 0

If you duplicate a GameObject with a CVR Interactable component, or have them contained in a Prefab that is added to the scene, the GUID of their Actions are retained, this causes conflicts on Global Networked Actions that cause the networked Action to be received and triggered by the wrong GameObject.

I now have to recreate and reassign a significant amount of Interactables I was using to network functions in my game world I am currently developing because I duplicated a bunch of them during development to save time compared to making new GameObjects and assigning the component.

This is a fairly critical issue for heavily networked worlds, but could easily be fixed by making all Actions on an Interactable generate new a GUID when a duplicate is detected. And ideally adding a button to the CCK utilities to regenerate all Interactable Action GUID’s manually in the event it occurs after the fix.

ID: 291559
Slug: duplicating-gameobjects-or-using-prefabs-with-cvr-interactable-components-causes-guid-conflicts-in-their-actions
Bucket: CCK - Bug reports
Comments: 1
PosterID: 8559050
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Commenter: SketchFoxsky

Duplicating objects don’t have any ill effects on the interactable unless you’re instantiating it on runtime. Prefabs on the otherhand will have some issues, a small workaround is to just have a Edit and Upload scene in your project with the Edit scene having the items prefabbed, and the upload scene having them unpacked.

ID: 233678
ParentID: 
Commented at: 2024-11-11T21:54:57.000Z

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