![]() ![]() You can have two stages on a single Actor, or you can get the object back to it's original slot. You cannot have two things on the same Actor in the Saved Object state, even if they are at different points. Trigger.attachToStage) If you do not add a stage, when you Save, you will see a warning message.įor example, If you load an Actor with a bike and a surfboard, and the bike is placed at a different spot than the surfboard, the bike will be affected, and the surfboard will be affected. However, many triggers and animations will be added to the Stage automatically. ![]() Actor.addStage('touched')) This is because the Actor is not fully defined until it has an empty stage. Note: If you have an interaction, like a scripted trigger/animation, you will need to add a new Stage to the Actor. So you can keep your Actor without having the stage or remove it at load time if you want to keep it. Once the stage is created, it will be added to the Actor on load. You can remove the stage after save, if you want, but there is no need. If you are playing a small game, this will not be a problem. Use a simple 'is idle' value to stop all actors from being idle)ĭon't worry about wasting resources, the game will repair the objects that were saved when it loads the save. ![]() (Make sure that each Actor only has one state defined. If the objects are still there, they can be deleted.
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