When duplicating a Scene, Duplicate not same...
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Is there any possible reason this could happen?
An array seems to have changed, or an attribute's access rights. Still looking to see what's changed.
But why? Why could/would they behave differently?
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Attributes and arrays are relatively new behaviours compared to duplicate scene.
Can you give exact behaviours and which properties aren't the same when duplicating a scene?
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@Hamed I'm still trying to figure out the extent to which things have changed. Trial and Error....
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An array that's been set as an attribute on an object in the scene works with a connection to itself... in other words there's a behaviour inside the host object that's using that array, as an attribute, and having success in seeing and reading from it.
Another object attempts to get that same array via that same attribute.
It seems unable to find that array. I've re-set its settings, but it still doesn't see/get it.
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Okay. Its super important to give specific details other wise its really hard for us to re-create and fix a lot of these problems.
If we can reproduce an issue reliably, you can expect that issue to be fixed in the next update.
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@Deeeds Can you post a screenshot of your setup?
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@Hamed Gimme some time... I'm still figuring out what's gone weird. It's VERY odd... and yet simple, but that's what's making it odd.
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@Hamed And yes, I'm taking screen shots along the way...
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@Deeeds Found Something....
It's in a Loop. The loop is one of type Conditional, and it's the one that iterates through on the created/spawned elements, to build them. I've just experimented with it, out of a last resort, setting a different rate of increment, and it's hard crashed hyperPad.
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@Hamed Now both scenes are doing the same (unwanted) wrongness.
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@Hamed I've completely rebuilt this whole process, and gotten serious about thinking how to do it.
I now have "Factories" that deal with abusing the position trick:
Spawn at index on the X, use this in the object to "get" the location, and set the ID based on this location, then access the positional array with this same ID as index to get the positions where it should be, and move itself into position.
I'm then appending a bit to that ID number for messaging so:
JumpChannel_2
RotationChannel_2
etc.
I suspect I can send dictionaries in broadcasts, and arrays. Is that right? If so, I can stop this silly nonsense of different named channels for each bit of functionality.
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@Deeeds why do you use position to give objects an ID?
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@iTap-Development It's just a tacky way I figured to do it. When iterating to spawn, I've got that index, seems a shame not to use it. And it's instant. I don't need to pause on the new object, it can instantly get its position and set its ID. No need for a 0.017 wait.
And it makes sense to me. I come from a long lifetime of burying myself in 3ds Max with its wonderful gizmo based relationships and relativism.
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@Deeeds did you look at the project I made? I used an array to store the wanted spawns and the id’s they need, then Spawn one and when it’s id is set it tells the array to spawn the next object.
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@iTap-Development You can put objects in an array?
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@Deeeds I stored the wanted id’s in the array so it new what to spawn. Just look in the project.
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@iTap-Development I don't go to the forum on my iPad much. Not even sure how to do it. And I have to get out of my project, which means saving it, which means waiting 10 minutes... etc... Can you describe it?
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@Deeeds ok need to go for 20 min, I’ll be back.
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@Deeeds it’s a tab on the bottom when you leave the project. But if you need I can get a couple screen shots and explain.
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@iTap-Development Sorry, not sure what you mean.