Activate GameObjects from quest editor
Posted: Wed Sep 26, 2018 3:07 pm
Hi,
The first option in actions to activate Game Objects in the Quest / Node Editor is Activate / Desactivate by GameObject's name, I was wondering if It can be quite resource consuming if you have a open word with thousands of gameobjects. I'm currently using messages and listeners but this option is much faster to implement.
Also, if by error you have 2 gameobjects with the same name, what's going on?
Thanks,
The first option in actions to activate Game Objects in the Quest / Node Editor is Activate / Desactivate by GameObject's name, I was wondering if It can be quite resource consuming if you have a open word with thousands of gameobjects. I'm currently using messages and listeners but this option is much faster to implement.
Also, if by error you have 2 gameobjects with the same name, what's going on?
Thanks,