Hit a very strange issue where an object started behaving erratically while playing the game when selected an object in the inspector and discovered the following stack trace. It seams that the editor is causing “OnValueChanged” to trigger even though I’m not actively changing the value. Unselecting the object in editor returns the behavior to normal.
Note don’t worry about errors on video connected to bug they are logs of me trying to figure out what the hell was going on.
Video: unitybug.mov - Google Drive
(The erratic behavior is my AI thinking the turn started over and over and over. )
Starting AI
UnityEngine.Debug:Log (object)
Game.NetworkedActorControlled:StartTurnAI () (at Assets/Game/Scripts/Shared/Actor/NetworkedActorControlled.cs:76)
Game.NetworkedActorControlled:StartTurn () (at Assets/Game/Scripts/Shared/Actor/NetworkedActorControlled.cs:62)
Game.NetworkedActorControlled:OnIsTurnChanged (bool,bool) (at Assets/Game/Scripts/Shared/Actor/NetworkedActorControlled.cs:44)
Unity.Netcode.NetworkVariable`1<bool>:Set (bool) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/NetworkVariable/NetworkVariable.cs:137)
Unity.Netcode.NetworkVariable`1<bool>:set_Value (bool) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/NetworkVariable/NetworkVariable.cs:128)
Unity.Netcode.Editor.NetworkBehaviourEditor:RenderNetworkVariableValueType<bool> (int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.5/Editor/NetworkBehaviourEditor.cs:145)
System.Reflection.MethodBase:Invoke (object,object[])
Unity.Netcode.Editor.NetworkBehaviourEditor:RenderNetworkVariable (int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.5/Editor/NetworkBehaviourEditor.cs:73)
Unity.Netcode.Editor.NetworkBehaviourEditor:OnInspectorGUI () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.5/Editor/NetworkBehaviourEditor.cs:174)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)