Nautilus
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Now you can stop custom prefabs from getting cached
Changes made in this pull request
- Previously we had methods to remove a prefab from the cache, but users didn't have a place to call it, so it was useless. This PR allows users to remove prefabs at real-time (regardless of being in patch time, or in a world).
- Added a new extension method for
CustomPrefabto remove a custom prefab from the cache. - Fixed a bug where if a custom prefab's game object returns null, the game freezes
~~NOT TESTED~~
Tested this PR on stable branch of SN1 (v71288) and works.