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Summary
I really love the collision filters feature on the Solid behavior. Like, a lot. But there are instances where I need to just "reset" the behavior to a specific set of tags every time.
Possible workarounds or alternatives
Currently, if a filter set ever changes, I have to go through my entire project and change it as well and missing it in even one place can result in some pretty catastrophic bugs. At the moment and I tried to use a global string, but the engine actively ignores it and treats it as if it's empty.
Proposed solution
It would be great if we could use a global string variable as a sort of "preset" for Solid filter tags or just create presets within the behavior if that's too complicated or won't work for some reason.
Why is this idea important?
It's very time consuming to set all of these filters in every individual instance they occur in games that use the solid tag filters frequently. Every time a state change occurs, we have to call the individual tags to include or exclude instead of being able to apply a group of them all at once.
For instance, if we have a power that makes you able to phase through objects A, B, C, and E, but not D, we have to call those individually and then when the power resets, we have to tell it to include "A, B, C, D, and E". It would be a lot easier to just have "A, B, C, D, and E" all in a single "preset" tag called "Default" or something so we could clearly see that we're setting all of those objects as such.
Additional remarks
No response
The text was updated successfully, but these errors were encountered:
Reviewed guidelines
Checked for duplicate suggestions
Summary
I really love the collision filters feature on the Solid behavior. Like, a lot. But there are instances where I need to just "reset" the behavior to a specific set of tags every time.
Possible workarounds or alternatives
Currently, if a filter set ever changes, I have to go through my entire project and change it as well and missing it in even one place can result in some pretty catastrophic bugs. At the moment and I tried to use a global string, but the engine actively ignores it and treats it as if it's empty.
Proposed solution
It would be great if we could use a global string variable as a sort of "preset" for Solid filter tags or just create presets within the behavior if that's too complicated or won't work for some reason.
Why is this idea important?
It's very time consuming to set all of these filters in every individual instance they occur in games that use the solid tag filters frequently. Every time a state change occurs, we have to call the individual tags to include or exclude instead of being able to apply a group of them all at once.
For instance, if we have a power that makes you able to phase through objects A, B, C, and E, but not D, we have to call those individually and then when the power resets, we have to tell it to include "A, B, C, D, and E". It would be a lot easier to just have "A, B, C, D, and E" all in a single "preset" tag called "Default" or something so we could clearly see that we're setting all of those objects as such.
Additional remarks
No response
The text was updated successfully, but these errors were encountered: