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Entity script fields update


Josh

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A new update is now available on the beta branch. This is a refinement of the new entity script fields, which rely on the object name, rather than the awkward drag and drop motion that was originally implemented. I've modified the code so that when a map is loaded, any targeted objects will be renamed with a name that is unique in the scene. For example, if two objects named "WaypointA" exist in the scene, and one of them is linked to from another object, the object will be renamed "WaypointA-1".

 

This even works with copy and paste operations. Let's say you have a platform that travels between two waypoints. If you select the platform and both waypoints, then copy and paste them (or CTRL+drag) the waypoints will be renamed with unique names, so your copied assembly will all work together.

 

This does not mean that all objects in a map will always have unique names, but that is something that may be implemented in the future.

 

Your old maps should be usable with no changes. Please let me know how well this design works for you.

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Something other 3D engines don't have problems with same names multiple times in the scene hierarchy as they use unique ID

 

This must be a joke laugh.png

 

It seems not ohmy.png

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