Unable to find anything in documentation about this.
Docs say: “The place a game object has in the collection hierarchy dictates its id…”.
But i found that it also somehow affects behaviour. I reorder objects in collection, leaving the rest as it is, and then saw changes in objects interaction.
What changes did you see specifically?
Hard to explain. Want to look at project? I will narrow issue down to very minimal, if you want to.
I haven’t looked to verify this, but I’m quite certain the order will dictate the update order, for some of the components. This would mean that if there are scripts listed A,B,C in the collection, that will also be their order when updated. However, we don’t want anyone to assume anything about the update order, it should be seen as arbitrary. If the logic changes, that means you can probably solve things differently so the related scripts become order independent. If you find out why it’s happening, we can look at how it could be done to avoid the problem.
There is only one script in components.
One script in the entire project?
Yes, for illustrative purposes.
Ok, then it shouldn’t have any impacts at all. I need to know more about the differences you are experiencing to dig further. Can you show video of the changes?
I can provide example project.
It’s easier if you describe the differences.
Ok.
Zipped video.
Thanks! That is definitely a bug. What is the type of the collision objects of the player and moving platforms (dynamic?)? If not dynamic, how do you handle the collisions to let the player stay on top of the platforms, i.e. which messages do you look for etc.?
All objects (except ground, it static) kinematic objects.
player.script.zip (2.9 KB)
I just changed collisionobject on one of the stationary platform to static type. And now i am confused even more. Does raycast against static and kinematic objects works differently?
We will dig into it, thanks for reporting. (DEF-1886)