playMaker

Author Topic: Activate Game ObjectS (custom action) : reset on exit pb  (Read 1155 times)

Broken Stylus

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Activate Game ObjectS (custom action) : reset on exit pb
« on: February 15, 2021, 06:17:03 AM »
Author: Deek

Beware if you use this one because the 'reset on exit' option is buggy as hell right now.
The action does not remember the initial state of GOs properly.

Test setup:
Create a parent GO and three siblings.
Activate siblings from a FSM on parent with Ecosystem action Activate Game Objects.
Code the FSM so you can press a key multiple times at runtime and change the values in the action to go through multiple combinations quickly.


Broken Stylus

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Re: Activate Game ObjectS (custom action) : reset on exit pb
« Reply #1 on: October 13, 2021, 05:55:09 AM »
I have also observed issues with this action used on prefabs, the action not doing anything if trying to act on children of inactive parents (in the case for example of setting up an entire hierarchy properly before the parent gets activated).
One should probably use the simple Activate Game Object instead and multiply it by as many items you wish to activate or deactivate.
« Last Edit: October 13, 2021, 05:58:49 AM by Broken Stylus »