@@ -819,10 +819,6 @@ void ClassifyComponents(Transform newFbx, Transform prefab)
819
819
// Already updated => skip.
820
820
continue ;
821
821
}
822
- Debug . Log ( "update component for: " + name + ": " + typename ) ;
823
- if ( i < oldN ) {
824
- Debug . LogWarning ( "oldvalue : " + oldValues [ i ] + ", new value: " + newValue ) ;
825
- }
826
822
Append ( m_componentsToUpdate , name ,
827
823
new ComponentValue ( componentTypes [ typename ] , newValue ) ) ;
828
824
} else {
@@ -914,7 +910,6 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
914
910
915
911
Log ( "{0}: created new GameObject" , name ) ;
916
912
updatedNodes . Add ( newNode ) ;
917
- Debug . LogWarning ( "created: " + newNode . name ) ;
918
913
}
919
914
920
915
// Implement the reparenting in two phases to avoid making loops, e.g.
@@ -942,7 +937,6 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
942
937
943
938
Log ( "changed {0} parent to {1}" , name , parentNode . name ) ;
944
939
updatedNodes . Add ( childNode . gameObject ) ;
945
- Debug . LogWarning ( "changed name: " + childNode . name ) ;
946
940
}
947
941
948
942
// Destroy the old nodes. Remember that DestroyImmediate recursively
@@ -963,7 +957,6 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
963
957
var typesToDestroy = kvp . Value ;
964
958
var prefabXfo = prefabNodes [ nodeName ] ;
965
959
updatedNodes . Add ( prefabXfo . gameObject ) ;
966
- Debug . LogWarning ( "destroy component: " + prefabXfo . name ) ;
967
960
968
961
foreach ( var componentType in typesToDestroy ) {
969
962
var component = prefabXfo . GetComponent ( componentType ) ;
@@ -980,7 +973,6 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
980
973
var fbxComponents = kvp . Value ;
981
974
var prefabXfo = prefabNodes [ nodeName ] ;
982
975
updatedNodes . Add ( prefabXfo . gameObject ) ;
983
- Debug . LogWarning ( "update component: " + prefabXfo . name ) ;
984
976
985
977
// Copy the components once so we can match them up even if there's multiple fbxComponents.
986
978
List < Component > prefabComponents = new List < Component > ( prefabXfo . GetComponents < Component > ( ) ) ;
@@ -999,8 +991,6 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
999
991
Log ( "created component {0}:{1}" , nodeName , fbxComponent . t ) ;
1000
992
}
1001
993
1002
- Debug . LogWarning ( "prefab component: " + prefabComponent . GetType ( ) . Name ) ;
1003
-
1004
994
//If the prefabComponent has not been assigned yet,
1005
995
//it means that we couldn't find it, and that we tried to add it but that it seems like it already exists.
1006
996
if ( ! prefabComponent ) {
0 commit comments