Hi,
I keep getting errors at runtime on the SerializedPropertyBindings.gen.cs
I think they appear when I use the Remember Trigger script on the triggers.
Using Unity 5.4.0 and AC 1.54
NullReferenceException: (null)
UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:74)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:154)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:147)
UnityEditor.GameObjectInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/GameObjectInspector.cs:86)
Comments
At exactly what point do these errors appear, and do they appear to have any impact on your game? What platform are you working on, and building to?
Though it may be caused by your use of the RememberTrigger component, the error messages themselves don't refer to any of AC's scripts. Try restarting Unity, and if that doesn't solve it, post screenshots of the faulty object Inspector along with clear steps to reproduce the issue.
Unfortunately Unity does not allow (that I know of) for the setting of Event parameters that are within a custom UI - this is why the parameter isn't saved. A script attached with functions to disable / enable your GameObject manually could be written easily enough, and those functions could then be called with "Object: Send message".
In general though, it's not recommended to disable GameObjects completely as it creates issues when saving game data. Whenever possible, it's instead recommended to hide them from view via the Object: Teleport Action and attaching the RememberTransform component.
AC includes a "Particle Switch" component which you can attach to a ParticleSystem. It includes TurnOn and TurnOff functions that you can call with the Object: Call event Action, and require no parameters.