Spawn Behavior Option Suggestion
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Aaaaaaaaargh another wall of text 🤯
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@Aidan-Oxley Argh, another person afraid of the tiny seconds it takes to read.
I type faster than I talk.
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@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.
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@Aidan-Oxley You probably read 4x to 10x faster than you speak.
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@Deeeds Honestly, I don’t. I usually have to read a sentence more than once before I understand it fully.
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@Aidan-Oxley
I usually have to read a sentence more than once before I understand it fully.
Everyone does.
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@Deeeds Maybe you’re right. I haven’t timed myself, maybe I should, try to get an exact number 😛
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@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.
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@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).
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@GameCRAZY I don't think you understand what's being sought, nor why.
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@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:
- You are wasting your time
- 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.
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@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.
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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.
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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.
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@GameCRAZY You're doing what you're claiming I'm doing.
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@GameCRAZY it’s a miserable programming practice, but in theory it would work. If I had to be shady about it, I would almost rather use box containers.
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@Deeeds said in Spawn Behavior Option Suggestion:
@GameCRAZY You're doing what you're claiming I'm doing.
It is no use!
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Instead of adding a ton of options for spawning object; when object referencing to behaviours is added, the spawn object behaviour returns the object it spawned, and then you can set and manipulate stuff with the object using regular behaviors.