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Showing results for tags 'multiple instances'.
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It seems that when there are multiple instances of a Spriter object, the action "Set C2 to Spriter Object" get confused and attempts to attach to the Spriter object with the highest Instance ID (so if there is 2 Spriter objects, it will attach to Spriter with IID of 1. Meanwhile, if I set position using pointX/pointY or objectX/objectY, everything goes to the correct position, but it seems that all animation is about a single tick off. If this is a bug in the plugin, and not my own stupidity of missing something blatant, and I know that there hasn't been an update to the C3 addon in a while, is there any way you guy can release the source code for the plugin so that we can take a stab at fixing the bug? My sincerest appreciation for your time with this manner. I have attached a Construct 3 project file that I quickly threw together that recreates this issue. Spriter_Problem.c3p (Layout 1) --- EDIT: I believe a solution might have been found, please read my post below.
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- setc2tospriterobject
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Since I'm having problems with this http://brashmonkey.com/forum/index.php?/topic/3548-subentities-in-c2/ I decided to try another approach - make animations of a character, let's say upper body, legs and arm behind in one project but different entities. Then I import that project into C2 and make three copies, assign a certain instance variable to each object so I could set up entities, e.g. var="torso", so Set Entity to "upperBody", "Stand" animation. Every object successfully set up. But when it comes to animations... the whole body is playing one certain animation and doesn't change at all. I figured out it's a "using multiple instances of one spriter object" problem cause when I leave only one object on the layout, everything works fine. Any workarounds there or perhaps a fix is coming up for this?