move cull fix above FixSectoredComponent or else it nres

This commit is contained in:
JohnCorby 2024-03-23 14:38:11 -07:00
parent f490238d60
commit fd3c5975eb

View File

@ -140,16 +140,16 @@ namespace NewHorizons.Builder.Props
}
else
{
FixSectoredComponent(component, sector, existingSectors);
}
// Fix cull groups only when not from an asset bundle (because then they're there on purpose!)
// keepLoaded should remove existing groups
// renderers/colliders get enabled later so we dont have to do that here
if (detail.keepLoaded && !isFromAssetBundle && component is SectorCullGroup or SectorCollisionGroup or SectorLightsCullGroup)
{
UnityEngine.Object.DestroyImmediate(component);
continue;
}
// Fix cull groups only when not from an asset bundle (because then they're there on purpose!)
// keepLoaded should remove existing groups
// renderers/colliders get enabled later so we dont have to do that here
if (detail.keepLoaded && !isFromAssetBundle && component is SectorCullGroup or SectorCollisionGroup or SectorLightsCullGroup)
{
UnityEngine.Object.DestroyImmediate(component);
continue;
FixSectoredComponent(component, sector, existingSectors);
}
// Asset bundle is a real string -> Object loaded from unity