Scenes are Broken
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Fundamentally, something is wrong.
In the Editor
- After making a few edits, and jumping between scenes, I can no longer switch scenes and must restart hyperPad to regain the ability to change scenes.
In the game:
2. Loading Scenes doesn't work right. Physics, Cameras and Associations between objects aren't the same between a loaded scene and a scene that's the first "default" scene, and a scene that's simply played straight from the editor.Does anyone know anything about these bugs?
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I feel like this is an issue from a while back when you had an issue with duplicated scenes. When I asked for you to send your project so I can manually fix it, I don't think that you did.
From there I think that the issues cascaded and would be pretty much impossible to fix manually at this point.
What I think is happening is that when you're force resetting hyperPad, it clears out some junk, but theres a chance that things can get confused with a "duplicated" scene and things start getting cascaded again.
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@Hamed this is a heavily pruned branch. Only two main scenes, one of which is a duplicate of the other, and a third "loader" default scene that’s entirely blank except for a button to load one of the main scenes.
The camera issues are similar to what’s happening in the physics issues in other objects.
Also tried setting one of the main scenes as.a first scene that then loads its twin. So switching between the duplicates. First duplicate loads and plays properly. When it loads its twin, same problems as loading from the blank loader scene.
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@hamed I've found one of the problems.
I was right. There is at least one fundamental problem.
Loaded Scenes revert to a 60Hz refresh rate for the Physics Refresh Rate, regardless of what it's set to.
Mine are all tuned to operate at 240Hz. When run at 60Hz, they're not nearly the same experience, most noticeable in how this negatively affects the camera's lerping.
This was also playing havoc with other aspects of my loaded scenes, since my entire game (and its camera motion) is based on physics. But it was so noticeable in the camera that I'd often (wrongly) assumed it had something to do with the code in the camera movement acting differently in loaded scenes. It's not that... it's the fundamental of physics time causing this most horrible of problems.
Haven't yet tracked down the bug that causes swapping between scenes to eventually fail.
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@deeeds said in Scenes are Broken:
This was also playing havoc with other aspects of my loaded scenes, since my entire game (and its camera motion) is based on physics. But it was so noticeable in the camera that I'd often (wrongly) assumed it had something to do with the code in the camera movement acting differently in loaded scenes. It's not that... it's the fundamental of physics time causing this most horrible of problems.
That is super strange! I'm glad you've been able to pin point exactly what part is broken. That gives me some ideas on where to look. If you can figure out the steps on how to reproduce it I can fix it much quicker
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@hamed I don't think there's any magic to reproducing this. Every scene loaded by another scene seems to default back to 60Hz physics.
If you want to see it for yourself, that project I sent you, that you pruned out all the suspended objects from, that does it. It's supposed to be at 240Hz, but the pruned version is at 60Hz.
The original, I sent you, runs at 240Hz when you run/play a scene from the Editor. When you use the first scene to load a scene, however, it runs at 60Hz physics. And the problems begin instantly.