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Question by gwiz665 · Sep 07, 2011 at 07:58 AM · executionexecution-order

Script Execution Order removes scripts on apply

I asked this in the forums as well, but no answer yet. T_T

We're currently working on a project which was upgraded from unity 3.3 to 3.4 when it came out. When I try to use the script execution order (Edit->project settings->Script execution order), drag scripts into the "Mono Manager" in the inspector and click apply, the scripts are removed immediately from the mono manager. They dissappear, and the script order does not work as intended.

Does anyone else have this problem? Is it a known problem?

What can we do about it? Workarounds, fixes?

best regards

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avatar image roamcel · Sep 07, 2011 at 09:02 AM 0
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nasty issue, however: why changing the order? Do you have a working prototype with the standard execution order in place?

avatar image gwiz665 · Sep 08, 2011 at 09:26 AM 0
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We have sort of worked around it now, but the issue is still there. The basic issue is that we have classes that are dependant on something they each run in Start(), so class 1 always should run before class 2. The problem is that class 1 depends on class 0, which does something in Awake(), so I can't just move class1's stuff to Awake().

Essentially I need three levels of "beginning methods" ins$$anonymous$$d of the two we have (Awake() and Start()).

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Answer by roamcel · Sep 09, 2011 at 05:12 AM

I'm sorry but I was unable to reproduce the issue :(

My suggestion is that you create a new project and incorporate the gameobjects one by one, tweaking the execution order appropriately to see if it's one script in particular that causes the strange disappearance. I had a strange ninja problem once, the compiled client would crash to desktop because I was rpc'ing a disabled channel, even if it worked perfectly on the editor.

Of course it was a bug which I reported, but certainly subtle, so you might get around to understand where's the problem if you proceed as I suggest.

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