Hello - I have a situation that is a tad difficult to explain. We are using Unity 18.3.6f, playmaker v1.9.0
We have a situation where we have a fairly deeply nest set of prefab variants:
mydoor
door_example
door_master
master
each of these are prefabs with 'mydoor' being the placable prefab for a scene and master being the lowest level. In our case, door_master (a variant of master), has an game object on it with a component that we wrote which is a component that requires a box collider and uses the unity trigger events. There is an FSM on the variant. The FSM has a state that uses the Trigger Event state action. This action in turns adds the Playmaker Trigger Enter script to the game object to which the trigger event refers. An ascii picture:
door_master (this is the variant with the FSM that uses the trigger event)
X (game object referenced on trigger event and has PM Trigger Enter script)
see attached screen shots
If the mydoor prefab is placed into a scene, and then the scene is changed, all of the prefab variants in this hierarchy are reimported. Every time. Our situation is such that we have about 15 prefabs that get reimported when you save. I have seen situations like this before when components get added during serialization (or other bad things).
I'm mainly writing to find out what is going on in the Play Maker Trigger Enter script. It's native so I don't know the contents or what it is doing. I'm trying to figure out if, during serialization, it might be (inadvertantly) adding/removing components that it doesn't need do, or deleting and readding itself or ... something
I hope that this make some sense. Let me know if I can provide more information.