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I get the following error at this line: InvalidCastException: Cannot cast from source type to destination type. I'm really not sure why, as the code emulates the documentation perfectly. Is theresomething unique about renderer types? Note: downloadedAssetBundle is an instantiated mainAsset (GameObject) from an asset bundle.
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This is why I hate UnityScript. GetComponentsInChildren return type is Component[], and objectRenderers is Renderer[]. The compiler should be smart and try to do a cast automatically or at least show a compile-time error stating that the types don't match. But no, it accepts your code and crash at runtime... < / rant> A manual cast to Renderer[] should work: Well this manages to get past the initial error but then when I get to the next line which reads for (var eachPart : Renderer in objectRenderers) --(exactly the same as documentation) it crashes because it looks like the objectRenderers array doesn't actually exist. Any idea? Thanks!
Feb 10 '12 at 03:45 PM
grimmy
My bad. The code I posted actually doesn't work. Apparently its not possible to cast the entire array, but you can cast individual element of it in the "foreach" loop.
Feb 10 '12 at 04:30 PM
luizgpa
Huh? That's the code I had originally which didn't work..Did you miss something? I tried doing [code] var objectRenderers = downloadedAssetBundle.GetComponentsInChildren(Renderer); for (var eachPart : Renderer in objectRenderers as Renderer)
Feb 10 '12 at 05:06 PM
grimmy
Not really. This way I'm not declaring the type of objectRenderers and letting the compiler choose one. In this case it will be Component[]. Sometimes UnityScript behaves differently between versions. What version of Unity are you using?
Feb 10 '12 at 05:31 PM
luizgpa
Ahha. I removed the declaration and it worked!! Many thanks!!
Feb 10 '12 at 05:48 PM
grimmy
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Here's the final piece of working code. Note: objectRenderers is never declared. If you do declare it , it will crash.
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