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Fixed execution order issue
+Fixed issue with execution order when placing new element to track, that required Unity to be restarted Interesting note: OnEnable() of RewindAbstract.cs was actually called before Awake() of RewindManager.cs which is apparently not a bug: https://issuetracker.unity3d.com/issues/awake-function-called-after-onenable
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2 files changed

+4
-14
lines changed

2 files changed

+4
-14
lines changed

Assets/TimeRewinder/TimeRewinderImplementation/Scripts/RewindAbstract.cs

Lines changed: 4 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -317,19 +317,13 @@ private void OnTrackingChange(bool val)
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}
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protected void OnEnable()
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{
320-
if(rewindManager != null)
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{
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RewindManager.RewindTimeCall += Rewind;
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RewindManager.TrackingStateCall += OnTrackingChange;
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}
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RewindManager.RewindTimeCall += Rewind;
321+
RewindManager.TrackingStateCall += OnTrackingChange;
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}
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protected void OnDisable()
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{
328-
if(rewindManager != null)
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{
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RewindManager.RewindTimeCall -= Rewind;
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RewindManager.TrackingStateCall -= OnTrackingChange;
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}
325+
RewindManager.RewindTimeCall -= Rewind;
326+
RewindManager.TrackingStateCall -= OnTrackingChange;
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}
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/// <summary>

Assets/TimeRewinder/TimeRewinderImplementation/Scripts/RewindManager.cs

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -37,10 +37,6 @@ private void OnEnable()
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}
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private void Awake()
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{
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RewindTimeCall = null;
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TrackingStateCall = null;
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RestoreBuffers = null;
43-
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RewindManager[] managers= FindObjectsOfType<RewindManager>();
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if (managers.Length>1) //Check if each scene contains only one script with RewindManager

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