Frequently Asked Questions & Troubleshooting
Find quick answers to common questions about PlaySync Pro workflows, compatibility, and edge cases.
Table of Contents
General Questions
Does PlaySync Pro work in standalone builds?
PlaySync Pro’s editor features (Studio, Quick Restore Window, Flight Recorder) run exclusively within the Unity Editor environment. However, the [AutoSavePlayMode] attribute and PlaySyncPreset container compile cleanly into standalone builds with zero runtime footprint.
How does PlaySync Pro handle Unity Undo?
Every single property restore operation calls Undo.RecordObject() before writing the new value and marks the component dirty with EditorUtility.SetDirty(). You can immediately press Ctrl+Z / Cmd+Z in the editor to undo any restore action.
Does PlaySync Pro break Prefab links?
No. When restoring properties on a Prefab instance located in an active scene, PlaySync Pro applies standard instance property overrides without breaking the root prefab connection.
Troubleshooting Common Issues
1. The Quick Restore Window didn’t pop up upon exiting Play Mode.
- Check Settings: Open
Tools > ByteLura > PlaySync > Auto-Save Settingsand ensure Auto-Open Restore Window on Exit is checked. - Zero Changes Detected: If no serialized properties were altered during the session, the popup will not trigger to prevent clutter.
- Manual Access: You can always open the window manually via
Tools > ByteLura > PlaySync > Quick Restore Window(Ctrl+Alt+R).
2. A private field on my custom MonoBehaviour is not being tracked.
- Private fields in Unity C# are only serialized if they are decorated with
[SerializeField]. Ensure your field has[SerializeField]above it:[SerializeField] private float moveSpeed = 10f;
3. Flight Recorder history is missing after clearing project cache.
- Flight Recorder JSON logs are stored locally in
[Project]/Library/PlaySyncHistory/. If you delete theLibrary/directory to rebuild your project cache, local session history will be reset. - Important game balance configurations should always be saved as ScriptableObject Presets (stored permanently in
Assets/PlaySyncPresets/).
Support & Community
- Publisher Support: Contact us at
support@bytelura.com - Official Website: https://bytelura.com
- Unity Asset Store Page: ByteLura Asset Store Publisher