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?7 replies