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    Spawn Behavior Option Suggestion

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    • D
      Deeeds @GameCRAZY
      last edited by

      @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.

      GameCRAZYG 1 Reply Last reply Reply Quote 1
      • GameCRAZYG
        GameCRAZY @Deeeds
        last edited by

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

        D T 2 Replies Last reply Reply Quote 0
        • D
          Deeeds @GameCRAZY
          last edited by

          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 Reply Quote 1
          • iTap DevelopmentI
            iTap Development @Deeeds
            last edited by

            @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 Reply Quote 0
            • T
              Thecheater887 @GameCRAZY
              last edited by

              @GameCRAZY Spawning shields around a motherlode.

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

              GameCRAZYG 1 Reply Last reply Reply Quote 0
              • GameCRAZYG
                GameCRAZY @Thecheater887
                last edited by

                @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 Reply Quote 0
                • iTap DevelopmentI
                  iTap Development
                  last edited by iTap Development

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

                  1 Reply Last reply Reply Quote 0
                  • D
                    Deeeds @GameCRAZY
                    last edited by

                    @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.

                    GameCRAZYG iTap DevelopmentI 2 Replies Last reply Reply Quote 0
                    • Aidan_FireA
                      Aidan_Fire
                      last edited by

                      Aaaaaaaaargh another wall of text 🤯

                      D 1 Reply Last reply Reply Quote 0
                      • D
                        Deeeds @Aidan_Fire
                        last edited by

                        @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 Reply Quote 0
                        • Aidan_FireA
                          Aidan_Fire @Deeeds
                          last edited by 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 1 Reply Last reply Reply Quote 0
                          • D
                            Deeeds @Aidan_Fire
                            last edited by

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

                            Aidan_FireA 1 Reply Last reply Reply Quote 0
                            • Aidan_FireA
                              Aidan_Fire @Deeeds
                              last edited by

                              @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 Reply Quote 1
                              • D
                                Deeeds @Aidan_Fire
                                last edited by Deeeds

                                @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 Reply Quote 0
                                • Aidan_FireA
                                  Aidan_Fire @Deeeds
                                  last edited by

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

                                  D 1 Reply Last reply Reply Quote 0
                                  • D
                                    Deeeds @Aidan_Fire
                                    last edited by Deeeds

                                    @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 Reply Quote 0
                                    • GameCRAZYG
                                      GameCRAZY @Deeeds
                                      last edited by

                                      @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 Reply Quote 0
                                      • D
                                        Deeeds @GameCRAZY
                                        last edited by

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

                                        GameCRAZYG 1 Reply Last reply Reply Quote 1
                                        • GameCRAZYG
                                          GameCRAZY @Deeeds
                                          last edited by

                                          @Deeeds Fine, what's being sought?

                                          @Thecheater887 stated what he was aiming for - spawned objects, each rotated 45 degrees more than the last. I stated the solution. @Thecheater887 if I am wrong, please tell me so, but I am almost 100% sure that I am not. Additionally, I would not mind providing a link; just let me know.


                                          If there is a (not so hard) solution (to a non-existent problem), then there is no need for a new behavior. Everything that I want added does not exist yet; meaning it cannot be achievable in any other way (well, except functions; those are just really convenient).

                                          You are arguing for the sake of arguing. Please do not write another wall of text:

                                          1. You are wasting your time
                                          2. Everything you say can easily be explained in a short, well-written paragraph

                                          Finally, stop acting like you are the smartest out of the bunch, and please have some respect for those around you. There is no need to be so insulting all of the time. If you think you are so much smarter than Murtaza and Hamed, especially, go try and make your own Hyperpad.

                                          Nobody enjoys arguing; a change in attitude will make everything you are saying more respectable.

                                          D T 2 Replies Last reply Reply Quote 0
                                          • iTap DevelopmentI
                                            iTap Development @Deeeds
                                            last edited by iTap Development

                                            @Deeeds said in Spawn Behavior Option Suggestion:

                                            @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.

                                            @Deeeds, do you just copy and paste this? I could swear I’ve read it in ten other places.

                                            1 Reply Last reply Reply Quote 0
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