I’ve run into an issue where my ‘prefabs’ that have disabled scripts are not setting their attributes when they get enabled by script (and the entity has been enabled via script prior). If they are enabled when the associated entity is enabled, they work fine.
Here’s a sample: [ https://playcanvas.com/editor/scene/533046 ]
It has two ‘prefabs’ that get cloned/instantiated. One has the test script disabled, one does not. I output the value of a script attribute for each of them. The disabled script that gets enabled returns ‘undefined’ for the attribute values.
I’m trying to use this behavior to only enable scripts on a local player (like clickToMove), but leave them disabled for remote players. I’ve done a work-around, but it feels like this isn’t the expected behavior?