edited December 2015 in ORK Support
Hello,

I've been having a lot of trouble trying to do the reverse version of "Remove Wall" tutorial. I follow every instruction to the letter except in the event I have it activating the object instead of deactivating the object. My problem is whenever I do a scene change it is not saving those changes. Perhaps the variables must be done a little differently then in the tutorial?

Thank you for your help.
Post edited by StoneBreaka on
  • There is a very important caveat in Unity; if the gameobject is deactivated to begin with when you enter the scene, ORK won't be able to recognize that it's there. This means that ORK can't find your deactivated wall.

    There's a few ways around this, such as deactivating the wall as you enter the scene, or keeping the wall gameobject active, and instead disabling its mesh renderer and collider, reactivating those components in your event instead.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited December 2015
    Interesting, I'm going to test it out right now. Thanks for your help.

    The mesh renderer would be a lot easier. Unfortunately I have other objects attached to the wall. I'l try deactivating the object after entering the scene, although I don't know how you can edit the scene changer events.
    Post edited by StoneBreaka on
  • There's a lot of different ways to do it. For instance, if you wanted a repeatable method, you could create a Tag called 'DeactivateOnSceneLoad'. Assign the objects that tag, and then create a Global event that triggers on Scene Load to do a quick search for everything that has that specific tag, and then deactivate it.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Got the tag and global event to work out great, however I am still getting the same result. Is there any changes I need to make to the event variables attached to my wall or the variables in the event interaction attached to my switch?
  • Alright I got it! It feels very redundant and troublesome, but I put in a variable check in that global event and if it was valid it would activate and if not valid it would deactivate. I feel this may not be the best way, but hey its working! If you have a simpler solution please let me know. Thank you for your help, that tag and global event tip helped point me in the right direction.
  • Unity can't find disabled game objects - but if you use them as scene object actors (i.e. select them in the event interaction's inspector as actor) you can also work with disabled objects and activate them again.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Sign In or Register to comment.