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removeAllModels

Posted: Mon May 10, 2010 11:25 pm
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.

Posted: Tue May 11, 2010 4:08 pm
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.

Posted: Tue May 11, 2010 4:43 pm
by y offs et
Ah... Tested and confirmed. Thank you.
That has the potential to really confuse.

Docs to be updated to reflect this.