Hmm. This is strange indeed. I can’t really come by any reason why this would not work in NC specifically, since there is no special/explicit code that would stop a UnityEvent<T> from working in UWP for example.
Can you please post for me your code in how you are using the UnityEvent more specifically in regards to NC so that I can check it out?
I presume it is a custom ConditionTask that subscribes to the UnityEvent in it’s OnEnable and unsubscribes in it’s OnDisable, and when it is fired it makes the condition return true, or something entirely different?
Thanks!
Join us on Discord: https://discord.gg/97q2Rjh
Login
Register
By registering on this website you agree to our Privacy Policy.