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02/10/17, 11:59 PM   #25
Phinix
 
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Join Date: Apr 2014
Posts: 186
Nice work tracking this down, Votan. I do have just a couple questions.

First I suppose would be, what changed? Obviously this fade time you mention wasn't a problem before the update. Also, and this could just be my own lack of understanding how scene fragments work clearly, why should the time it takes a fragment to fade in/out (presumably between scene transitions?) move it from secure to insecure code?

As I understood it, scenes were just like UI container tables with fragments being the pool of sub-objects that get built on the fly when the scene fires. Unless a fragment is firing off some code in a local context that then makes reference to a protected function, I don't really understand how the whole scene could be poisoned by the time it takes a fragment to appear.
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