Hi
For organization our game uses additive scenes that contain NPCs common to some (but not all) locations.
As such, we we need to enable/disable NPCs.
Action Object -> Visibility doesn't seem viable (it doesn't disable hotspots on the character, nor does it disable collisions). I added both of those, but reverted as it felt wrong. I could continue to modify this action, though.
This post (and other posts )recommends moving NPC's. We could use this (common method I have long ago in other games), but then we need to remember the originial location for each NPC and it feels a bit messy (multiple NPCs and the same location, they will be animating, potentially playing sounds (listener out of range likely fixes this).
Is there a way to completely disable a AC Gameobject (its ok if its specific to GameObjects with the NPC component).
I can write my own (or modify the above actions), of course, but asking here first.
Thanks
Edit: As I read more posts, it seems like teleport and remember transform might be best. Trying that now on one, and if it works. I guess my questions above still stand if you want to fill in some details. I suspect the main reason to not fully disable them is we want them saved in the scene, etc.
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Disabled objects won't be included in a scene's save data, so if you want to save it normally then it will need to be enabled, yes.
One potential way around this would be to have a separate GameObject, with a custom Remember script that references the inactive Remember components you wish to save and records them indirectly. Ultimately a Remember component returns/accepts data as a string, which could be stored within another Remember component.