I've noticed a recent hard to reproduce bug that, without a doubt, has to be due to the physics engine due to it's randomness. When loading Custom Unity Assets (CUA), the SAVED (default prefab) positions of the assets are not always preserved when re-loading the scene. Most of the time, it loads correctly, but on the rare occasion it does not. Either re-loading the scene or sometimes a complete restart of VaM is required.
Clearly, the beast of the physics engine has still not been tamed! It is not allowing plugins that are involved in node positioning to load correctly. It would be nice if physics would be switched-off until everything has finished loading, including the plugins. Maybe an option to manually turn-on/ off physics instead of it coming on automatically (disable physics at scene load), as a temporary workaround.
I know "CUAControllers.cs" has a bug where it cannot recall (save or load) poses (node coordinates) other than the default prefab pose. CUA in this case are in the "default prefab pose" and still have problems. This suggests the physics engine is partly to blame, at least at load time. I've loaded CUA hundreds of times in the past in the "default prefab pose," with out issues. I suspect something has change in a recent update.
Clearly, the beast of the physics engine has still not been tamed! It is not allowing plugins that are involved in node positioning to load correctly. It would be nice if physics would be switched-off until everything has finished loading, including the plugins. Maybe an option to manually turn-on/ off physics instead of it coming on automatically (disable physics at scene load), as a temporary workaround.
I know "CUAControllers.cs" has a bug where it cannot recall (save or load) poses (node coordinates) other than the default prefab pose. CUA in this case are in the "default prefab pose" and still have problems. This suggests the physics engine is partly to blame, at least at load time. I've loaded CUA hundreds of times in the past in the "default prefab pose," with out issues. I suspect something has change in a recent update.