removeAllModels

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y offs et
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Joined: Wed Apr 22, 2009 4:26 pm
Location: BC, Canada

removeAllModels

Post by y offs et »

removeAllModels in default is a (blank) and does remove all models.

removeAllModels set to (none) also removes all models ; the same observed noob tripper as setAppState.

In the course of my developing, I seem to be discovering defective nones. :wink:

EDIT- As a matter of fact, removing offtype (anything) of models removes all models.

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How am I discovering these things? I want an edit State with an eye in the sky and cursor visible to place models. Then I want a Play state where I can see how they interact - cursor invisible - eye in sky model removed to return functions to player. That's how.
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VilleK
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Post by VilleK »

This is a bug with the RemoveAllModels-component. It does not currently have a way of knowing the exact type of the clones at runtime. So instead when OfType is set it remove all models of the same the Category. The workaround is to use a unique Category for the models you want to remove.
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y offs et
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Location: BC, Canada

Post by y offs et »

Ah... Tested and confirmed. Thank you.
That has the potential to really confuse.

Docs to be updated to reflect this.
"great expectations"
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