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  3. Spawn Behavior Option Suggestion

Spawn Behavior Option Suggestion

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  • T Offline
    T Offline
    Thecheater887
    wrote on last edited by
    #3

    It would just be an entry box, for something like the speed value on the move behaviors.

    I think that a rotation circle would clutter an already complex looking behavior.

    Michael KhalfinG 1 Reply Last reply
    0
    • T Thecheater887

      It would just be an entry box, for something like the speed value on the move behaviors.

      I think that a rotation circle would clutter an already complex looking behavior.

      Michael KhalfinG Offline
      Michael KhalfinG Offline
      Michael Khalfin
      wrote on last edited by
      #4

      @Thecheater887 Why not just set the rotation yourself? If they add a rotation add a rotation slot, then they also need to add scale, Z-order, physics...

      D 1 Reply Last reply
      1
      • Michael KhalfinG Michael Khalfin

        @Thecheater887 Why not just set the rotation yourself? If they add a rotation add a rotation slot, then they also need to add scale, Z-order, physics...

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #5

        @GameCRAZY
        There's millions (billions) of reasons to be able to propagate changes from a "parent" to its created children. Without this ability, those of us that are accustomed to thinking with this kind of freedom of creativity (and expressivity) are both constrained and bothered, to varying degrees.

        If you don't know why this might be a problem then you don't have the same sorts of problems.

        Michael KhalfinG 1 Reply Last reply
        1
        • D Deeeds

          @GameCRAZY
          There's millions (billions) of reasons to be able to propagate changes from a "parent" to its created children. Without this ability, those of us that are accustomed to thinking with this kind of freedom of creativity (and expressivity) are both constrained and bothered, to varying degrees.

          If you don't know why this might be a problem then you don't have the same sorts of problems.

          Michael KhalfinG Offline
          Michael KhalfinG Offline
          Michael Khalfin
          wrote on last edited by
          #6

          @Deeeds I don't. Give me an example when you would need to use this.

          D T 2 Replies Last reply
          0
          • Michael KhalfinG Michael Khalfin

            @Deeeds I don't. Give me an example when you would need to use this.

            D Offline
            D Offline
            Deeeds
            wrote on last edited by
            #7

            If they add a rotation add a rotation slot, then they also need to add scale, Z-order, physics...

            yes. You're getting it. If you'll excuse the pun.

            Universal getters and setters are required. And references.

            iTap DevelopmentI 1 Reply Last reply
            1
            • D Deeeds

              If they add a rotation add a rotation slot, then they also need to add scale, Z-order, physics...

              yes. You're getting it. If you'll excuse the pun.

              Universal getters and setters are required. And references.

              iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #8

              @Deeeds MOST THINGS YOU ARE COMPLAINING ABOUT ARE CURRENTLY ACHIEVABLE!
              SOME THINGS HARDER THAN OTHERS. BUT STILL POSSIBLE.

              And from what Hyperpad has said, they are working on better solutions.

              1 Reply Last reply
              0
              • Michael KhalfinG Michael Khalfin

                @Deeeds I don't. Give me an example when you would need to use this.

                T Offline
                T Offline
                Thecheater887
                wrote on last edited by
                #9

                @GameCRAZY Spawning shields around a motherlode.

                8 shields, each 45 degrees more rotationally than the last.
                One parent.

                Michael KhalfinG 1 Reply Last reply
                0
                • T Thecheater887

                  @GameCRAZY Spawning shields around a motherlode.

                  8 shields, each 45 degrees more rotationally than the last.
                  One parent.

                  Michael KhalfinG Offline
                  Michael KhalfinG Offline
                  Michael Khalfin
                  wrote on last edited by
                  #10

                  @Thecheater887 Set an attribute somewhere (0).

                  Each time you spawn a new object, get the attribute and add 1 to it; then set it to that value. Multiply this value by 45 to get the number of degrees to rotate by.

                  All these behaviors should be in the object that is being spawned. That way they will be triggered every time.

                  @Deeeds None of this is important at all. I would rather IAP, prefabs, lighting, gesture behaviors, functions, change collision, and bug fixes; however, undo options would also be pretty nice.

                  D 1 Reply Last reply
                  0
                  • iTap DevelopmentI Offline
                    iTap DevelopmentI Offline
                    iTap Development
                    wrote on last edited by iTap Development
                    #11

                    I think this all comes down to everyone’s personal update priorities! And what they want fixed/added. LOL

                    1 Reply Last reply
                    0
                    • Michael KhalfinG Michael Khalfin

                      @Thecheater887 Set an attribute somewhere (0).

                      Each time you spawn a new object, get the attribute and add 1 to it; then set it to that value. Multiply this value by 45 to get the number of degrees to rotate by.

                      All these behaviors should be in the object that is being spawned. That way they will be triggered every time.

                      @Deeeds None of this is important at all. I would rather IAP, prefabs, lighting, gesture behaviors, functions, change collision, and bug fixes; however, undo options would also be pretty nice.

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #12

                      @GameCRAZY Spawning is a fill in for object instancing.

                      A very limited version of it, further constrained by not taking advantage of what should be done, namely incorporating low-hanging-fruit advantages to any work arounds.

                      In Spawning, that's 2 things.

                      1. Creating references (not going to happen easily because nobody has thought about this FROM THE PRODUCT'S CONCEPTION and the two "designers" are in a stasis of decision paralysis and bereft of diverse understanding of what's possible, and constrained by the legacy of their original decisions around making something WITHOUT surfaced referencing.

                      2. Instant osmosis in spawned objects from a blend of their parent and their destination object's properties as they are and as they were.

                      Right now it's only possible to spawn with the attributes of the parent, as it was. The parent can't be modified (dynamically) and have spawns gather (or not) those changes. You only get spawns of the original. You also don't get to blend in the qualities of object upon which the spawns are created, despite the position of this object being accessed, nothing else about it is transparent to the spawns.

                      That's TWO huge missed opportunities to create dynamic spawning and dynamic objects.

                      Two huge opportunities that are both short sighted and incredibly limiting, because... THERE IS NO REFERENCING.

                      When you don't have referencing, it should have been a matter of common sense to provide selectable osmosis from altered parents and whatever the spawning destination object has in terms of attributes. That would be a nearly complete work around to the issues of not having referencing or proper instancing, and provided enormous creative capacity, with ease for both developers and users.

                      But it looks like nobody even ever considered this.

                      The two people you see commenting and critiquing this short sightedness are up against three who want to think that all that's possible is the way they currently perceive using spawning. You're not seeing what spawning can be in terms of instancing and thinking prefabs are the golden solution.

                      As I've said elsewhere, fix the issues of not having referencing (and proper instancing) and you do not need prefabs because the results, blended with smart use of spawning (an already 'half done' feature) are both more powerful and more flexible than prefabs.

                      Spawning plus references plus instancing plus awareness and parenting = FAR greater power than prefabs without the need to create new workflows, new terminology or much in the way of new UI. And all of this can be incorporated into the way hyperPad works now, in a holistic, discoverable and sensible manner.

                      But because prefabs are in Unity... (and poorly done there...) you're going to get a cutdown version of that because they can conceive of that and think it's a headline feature (they can say "we have prefabs" and pretend people might know what that means and consider hyperPad because of it).

                      It's far better to have proper instancing, referencing and parenting in the simplest, most elegant and natural form possible, that most easily incorporates itself into how hyperPad is as a world builder. But that would be far too sensible.

                      So, instead, look forward to another gem of naming conventions and word-soup like you've come to know and love with Broadcasting, Messaging, Event Keys and Receivers filling in for functions and their invoking. It will be focus study tested. Perhaps even some of the jumble and borderline contradictions and contrariness that is the verbiage of Value Behaviours and Value Arrays.

                      Michael KhalfinG iTap DevelopmentI 2 Replies Last reply
                      0
                      • Aidan_FireA Offline
                        Aidan_FireA Offline
                        Aidan_Fire
                        wrote on last edited by
                        #13

                        Aaaaaaaaargh another wall of text 🤯

                        D 1 Reply Last reply
                        0
                        • Aidan_FireA Aidan_Fire

                          Aaaaaaaaargh another wall of text 🤯

                          D Offline
                          D Offline
                          Deeeds
                          wrote on last edited by
                          #14

                          @Aidan-Oxley Argh, another person afraid of the tiny seconds it takes to read.

                          I type faster than I talk.

                          Aidan_FireA 1 Reply Last reply
                          0
                          • D Deeeds

                            @Aidan-Oxley Argh, another person afraid of the tiny seconds it takes to read.

                            I type faster than I talk.

                            Aidan_FireA Offline
                            Aidan_FireA Offline
                            Aidan_Fire
                            wrote on last edited by Aidan_Fire
                            #15

                            @Deeeds You mean HOOOOURS! Ok, seriously, a minute or 2, any less and I won’t understand what you’re saying fully. I type like 5x slower than I speak and I only use a few fingers.

                            D 1 Reply Last reply
                            0
                            • Aidan_FireA Aidan_Fire

                              @Deeeds You mean HOOOOURS! Ok, seriously, a minute or 2, any less and I won’t understand what you’re saying fully. I type like 5x slower than I speak and I only use a few fingers.

                              D Offline
                              D Offline
                              Deeeds
                              wrote on last edited by
                              #16

                              @Aidan-Oxley You probably read 4x to 10x faster than you speak.

                              Aidan_FireA 1 Reply Last reply
                              0
                              • D Deeeds

                                @Aidan-Oxley You probably read 4x to 10x faster than you speak.

                                Aidan_FireA Offline
                                Aidan_FireA Offline
                                Aidan_Fire
                                wrote on last edited by
                                #17

                                @Deeeds Honestly, I don’t. I usually have to read a sentence more than once before I understand it fully.

                                D 1 Reply Last reply
                                1
                                • Aidan_FireA Aidan_Fire

                                  @Deeeds Honestly, I don’t. I usually have to read a sentence more than once before I understand it fully.

                                  D Offline
                                  D Offline
                                  Deeeds
                                  wrote on last edited by Deeeds
                                  #18

                                  @Aidan-Oxley

                                  I usually have to read a sentence more than once before I understand it fully.

                                  Everyone does.

                                  Aidan_FireA 1 Reply Last reply
                                  0
                                  • D Deeeds

                                    @Aidan-Oxley

                                    I usually have to read a sentence more than once before I understand it fully.

                                    Everyone does.

                                    Aidan_FireA Offline
                                    Aidan_FireA Offline
                                    Aidan_Fire
                                    wrote on last edited by
                                    #19

                                    @Deeeds Maybe you’re right. I haven’t timed myself, maybe I should, try to get an exact number 😛

                                    D 1 Reply Last reply
                                    0
                                    • Aidan_FireA Aidan_Fire

                                      @Deeeds Maybe you’re right. I haven’t timed myself, maybe I should, try to get an exact number 😛

                                      D Offline
                                      D Offline
                                      Deeeds
                                      wrote on last edited by Deeeds
                                      #20

                                      @Aidan-Oxley said in Spawn Behavior Option Suggestion:

                                      @Deeeds Maybe you’re right. I haven’t timed myself, maybe I should, try to get an exact number 😛

                                      Maybe?

                                      The only outside chance is that you read more than 10x faster than you can listen. It won't be less than 4x. That's where the severely disadvantaged sit in the reading time spectrum. The thing that you don't probably don't realise is that time slows down when you're reading because you so heavily focus when doing it. You're so busy processing and absorbing and considering that (when reading) you'll often think much more time has passed than actually has.

                                      1 Reply Last reply
                                      0
                                      • D Deeeds

                                        @GameCRAZY Spawning is a fill in for object instancing.

                                        A very limited version of it, further constrained by not taking advantage of what should be done, namely incorporating low-hanging-fruit advantages to any work arounds.

                                        In Spawning, that's 2 things.

                                        1. Creating references (not going to happen easily because nobody has thought about this FROM THE PRODUCT'S CONCEPTION and the two "designers" are in a stasis of decision paralysis and bereft of diverse understanding of what's possible, and constrained by the legacy of their original decisions around making something WITHOUT surfaced referencing.

                                        2. Instant osmosis in spawned objects from a blend of their parent and their destination object's properties as they are and as they were.

                                        Right now it's only possible to spawn with the attributes of the parent, as it was. The parent can't be modified (dynamically) and have spawns gather (or not) those changes. You only get spawns of the original. You also don't get to blend in the qualities of object upon which the spawns are created, despite the position of this object being accessed, nothing else about it is transparent to the spawns.

                                        That's TWO huge missed opportunities to create dynamic spawning and dynamic objects.

                                        Two huge opportunities that are both short sighted and incredibly limiting, because... THERE IS NO REFERENCING.

                                        When you don't have referencing, it should have been a matter of common sense to provide selectable osmosis from altered parents and whatever the spawning destination object has in terms of attributes. That would be a nearly complete work around to the issues of not having referencing or proper instancing, and provided enormous creative capacity, with ease for both developers and users.

                                        But it looks like nobody even ever considered this.

                                        The two people you see commenting and critiquing this short sightedness are up against three who want to think that all that's possible is the way they currently perceive using spawning. You're not seeing what spawning can be in terms of instancing and thinking prefabs are the golden solution.

                                        As I've said elsewhere, fix the issues of not having referencing (and proper instancing) and you do not need prefabs because the results, blended with smart use of spawning (an already 'half done' feature) are both more powerful and more flexible than prefabs.

                                        Spawning plus references plus instancing plus awareness and parenting = FAR greater power than prefabs without the need to create new workflows, new terminology or much in the way of new UI. And all of this can be incorporated into the way hyperPad works now, in a holistic, discoverable and sensible manner.

                                        But because prefabs are in Unity... (and poorly done there...) you're going to get a cutdown version of that because they can conceive of that and think it's a headline feature (they can say "we have prefabs" and pretend people might know what that means and consider hyperPad because of it).

                                        It's far better to have proper instancing, referencing and parenting in the simplest, most elegant and natural form possible, that most easily incorporates itself into how hyperPad is as a world builder. But that would be far too sensible.

                                        So, instead, look forward to another gem of naming conventions and word-soup like you've come to know and love with Broadcasting, Messaging, Event Keys and Receivers filling in for functions and their invoking. It will be focus study tested. Perhaps even some of the jumble and borderline contradictions and contrariness that is the verbiage of Value Behaviours and Value Arrays.

                                        Michael KhalfinG Offline
                                        Michael KhalfinG Offline
                                        Michael Khalfin
                                        wrote on last edited by
                                        #21

                                        @Deeeds But this is already possible. If my (very simple) example has not proved it, I can send you a link; however, it works very well, and it's intended to work this way (no bugs).

                                        D 1 Reply Last reply
                                        0
                                        • Michael KhalfinG Michael Khalfin

                                          @Deeeds But this is already possible. If my (very simple) example has not proved it, I can send you a link; however, it works very well, and it's intended to work this way (no bugs).

                                          D Offline
                                          D Offline
                                          Deeeds
                                          wrote on last edited by
                                          #22

                                          @GameCRAZY I don't think you understand what's being sought, nor why.

                                          Michael KhalfinG 1 Reply Last reply
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