Do Bad Objects/Objects that won't delete from the library cause any serious issues?

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  • I've noticed that at least 1 of the objects in my project library, refuses to be erased. I tried deleting every single event in the entire frame, then deleting the object, saving and re-opening the project, but the object still shows up in the project library. This isn't so much of a problem from a development perspective, as I can just change the sprite's images, for future levels with different enemy designs. However, I'm wondering if these "rogue" objects cause any serious issues with the game, when it comes time to launch it?

    Cheers.

  • I usually end up with a dozen of them by the time I am done with a project, although they have never caused any problems. My OCD would disagree, but I usually have a Bad Objects folder I tuck them into so I don't see them. If you are really bothered by them, you can just make a new project file and copy paste all your objects THEN copy paste all your code into it. This should leave them behind.

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  • I often ended up being able to get rid of them,
    you can try this in the frame editor menu:

    "Arrange - show created items"
    and - if the object shows up un top-left corner of the frame-
    try moving it to another layer (create another layer if you don't have it),
    by dragging and dropthe object to the "layer" toolbar

    Then -usually- you should be able to remove that from the new layer, and the nasty object *should* finally disappear from Fusion

    I can agree with your OCD mobichan, feels uncomfortable having them around,
    "bad objects" folder is a cool idea I never seen before XD

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  • Haha, yea, my OCD can flare up from time to time in Fusion. The only problem I have with your solution is that I basically create hundreds of objects at runtime, so that upper corner is PACKED with overlapping objects. And it takes quite a while to sort through them to find the bad objects. I also tried that approach once and found the object was still not able to be deleted. But dragging them to a new layer is pretty great, since it doesn't lose its position in the frame.

    I do notice that trying to repurpose the objects as a new active usually results in them becoming actual BAD OBJECTS (their icon becomes the dreaded "bad object red circle thingy") later on in development. So I would recommend just ignoring them or trying to delete them, but not using them once they show this undeletable behavior.

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  • Jeff: I wish I could give you a reliable way to find them as well. I would say, for my projects, they tend to come from creating a duplicate of another object ( I rarely make a new active when creating new enemies or objects, since I don't want to name the variables again or assign qualifiers again), then writing code to create that new object at runtime, then removing the code and finally trying to delete the object from the frame editor. The object will either disappear as expected from my library/workspace toolbar or not. I use lots of qualifiers so I often wonder if it is tied to the existence of code for those qualifiers. Is it possible the object still thinks it is relevant because it is a member of a relevant qualifier group?

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  • Thanks for the suggestions. Yeah, it bugs me when I know there's a bad object there. I wonder if it's something to do with how I have an event that creates the object, then I delete the active from the frame, to tidy the editor up, instead of just deleting the object at "Start of frame".

  • You should never be using a Start of Frame event to delete the junk sitting in the editor that you don't want to be in your game at runtime. In that case, you should just uncheck the "create at start" property in the object itself.

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  • Damn it, I used to know how to create those bad objects. I'll see if I can remember the steps of doing so, that might help getting rid of the problem.

    I think I had to use qualifiers and delete the object with still some events left. Something like that. :>

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