Oliver
Oliver
NNormal
Created by Oliver on 5/30/2025 in #🤝ask-a-question
Strange function call in auto-generated model code
Really not sure what's going on here, but it seems like one of the FireChanged functions in the auto-generated model code is somehow getting a reference to one of my scripts and calling a function on it. I get this output: begining lobby load UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) levelLoader:beginLobbyLoad() policeStationModel:FireOnSceneDidChange(Boolean) Normal.Realtime.RealtimeModel:SafeInvokeDynamicOnDidRead(StreamContext&) Normal.Realtime.Room:SafeDispatchOnDidRead(StreamContext&) Normal.Realtime.Room:ReceivedPersistenceMessage(IClient, Int32, Byte[], UInt32, Boolean) Normal.Realtime.Native.Client:ReceivePersistenceMessages() Normal.Realtime.Native.Client:ReceiveIncomingMessages() Normal.Realtime.Room:ClientTick() Normal.Realtime.Room:Tick(Double) Normal.Realtime.Realtime:Update() I have checked policeStationModel:FireOnSceneDidChange and it has no reference to levelLoader. The function that it does call doesn't interact in any way with the levelLoader object, or have any reference to it. I have no idea how or why it's calling the beginLobbyLoad function, but it's causing big problems in my game. The only explanation I can think of is something weird happening with the log output, because this seems unexplainable. But I have multiple logs just like this which all agree on the call order. Any ideas?
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