I am trying to switch camera through a trigger again, when the fly_cam hits the trigger a script should be run with
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function onTrigger_Enter(hitID)
sky.lprint("Trigger entered..."); --for debugging
camera.setActiveCamera(23); -- 23 is the ID of the camera i want to switch to
end
and I get this error: Lua Error: camera.setActiveCamera(eid); has failed. EntityID is no longer used.
The fly_cam has a small cube attached and a ridged body is attached to the cube so it should be able to trigger the collision.
when I run in the editor and it has finished (not collided with the trigger) I have noticed the attach action does not keep the small cubes ID so the small cube is not attached to the camera and I think that's why the trigger is not detecting the collision.
Another question is camera referenced tick box in the camera properties, what does this do?
Other Bugs:
Spline Path:
When you open a previously saved scene with spline paths it does not load as you saved it, when you open the scene you have to open the spline path editor and click a node for the scene to reset to how you saved it before..
If you resave the scene after doing the above the problem still persists.
Supporting video:
Particles:
When loading a sequence of scenes such as splash screens, intro, menu.
The splash screens work fine, then it loads the intro scene and the particles I had placed on the scene don't load correctly and doesnt produced the particles I wanted..
it says particle does not exist but when you load just that one scene and play it then the particle is there its just loading one scene then another using the loadscene lua command that it says particle does not exist.
Just tried to word that better lol