While reproducing I noticed that the inaccurate touch area seems to be corrected if you slightly move the effected behaviours. Perhaps it's because I commonly add a new behaviour in the middle of two and then don't need to move it after connecting them up.
Also encountered a little bug where the left-side behaviour list for any of the categories wouldn't show up until re-entering the object's behaviours
If you import a photo [of a lion] with a name, say, “phot0”, then rename “phot0” to “ph0to”, and proceed to import a photo [of a kitten] which is by default named “phot0”, the asset manager will display the kitten properly, but if you place the photo of the kitten, it changes to the Lion. This is also visible in run mod. Re-importing the photo of the kitten fixes the issue.
Can you give us some details with iPad model, iOS version, a video of the bug?
But the crashes stopped, it wasn't consistent.
I was glad the project works, though confused of why it only occurred that other day... 🤔
Today, I cleared up lots of space in storage. I'm assuming HyperPad needs some extra storage space to function? It could be a bug, but it can also be just a simple storage problem that I just got confused over.
@murtaza An enemy collides with player, player looses a health, enemy is spawned into a random area of play. That spawn does not exhibit original behaviors.
If the “spawn in area” behavior is used, how do you specifiy behavior for that spawn when it hasn’t been created?
@aidan-oxley I've seen a very similar "spawning" point for particles, behaving much the same as you're describing when turning them off. It's not in the top right for me, instead it's at the left edge of the default scene starting camera location, regardless of where the camera actually is at.
And, yes, all the issues of failed interpolation, too.