I have function as below:
public void PlayIfNotPlaying()
but when i modified it into
public void PlayIfNotPlaying(float speed)
the UnityEvent
will break.
Is there anyway to avoid this issue ? I heard about [FormerlySerializedAs("myValue")]
, but it use for renaming serialized field.
See Question&Answers more detail:
os 与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…