I recently upgraded to Unity 5, as I'm sure many here did, and I was playing around with the new features (upgraded from Unity free), but apparently something happened to my triggers.
I have one large terrain scene with many camera transitions, so that naturally uses many triggers. After playing around with the occlusion culling and GI lighting features, as well as some new shaders, I noticed that the navmesh segments I had placed in this scene had appeared, and would not disappear when I click visibility: off.
It seems like the scene manager settings got erased somehow, and I went back to correct it to what it previously was. This fixed the navmesh issues, but I then noticed that the triggers were not working.
I took a look, and it seems that almost all of the trigger actionlists were erased! For some reason, one trigger still had its action list, but the rest of them defaulted to one "Engine: Change Timescale" action. I also noticed that all of the hotspots' data had been erased, though the interactions those hotspots called still had their actionlists. Also, the names of the hotspots/triggers no longer show up on the scene view, and for some strange reason whenever I select one of the triggers, the "_Triggers" subfolder is selected instead of the single trigger I'm after.
So all in all, this is very bizarre but it also completely erased quite a few hours of work! Can anyone explain this? Is it possible to retrieve the action lists?
Another thing I did was I selected all of the navmesh segments and ticked "Convex" in the mesh collider component, since Unity 5 no longer supports mesh collider triggers when they aren't convex (no clue why). This really screws up the pathfinding, but I believe Chris has indicated that this is something he is working on for the next update.
Oh, and I forgot to mention this only happens in one scene. The rest appear to be unaffected.
Comments
The other problems you've reported are very serious, but I need more detail. Did it affect all scenes or just the one? Is there a pattern/logic to what was affected, or is it random? The easier it is for me to recreate the issue, the faster I can issue a fix.
As for the trigger and hotspot issue, it only happened in one scene and I think I narrowed it down to Unity crashing when I tried to import a new package (some volumetric fog shader package) and I had an extra library folder in the package that shouldn't have been there, so Unity crashed and informed me I needed to remove the relevant folders on the next startup. After that happened is when I noticed the trigger actionlists missing, in the scene which was active when Unity crashed and when I started it up again.
So I don't know what exactly happened, and I'm not sure you can recreate it with this info... but for future reference, is there a way to backup scene based actionlists? Also where exaclty are they saved? Is it possible that this information is still saved somewhere in the scene file and I can retrieve it?
Thanks!
Just re-import AC to revert the collision prefab. When in Unity 5, AC won't rely on them as Triggers, but will instead just use Physics.IgnoreCollision to make sure no characters or anything else will conflict with them.
Thanks for the quick response!