BUG: Objects can end up with two different names
I found an odd glitch while renaming an object when inside the Action Editor. You basically end up with an object that has two names depending on where you look. Though only one of them will work with expressions and such. Once this happens I don't think you can return to what once was. Delete .mfa and start a new life with a new project. :(
Short Repro Video: https://youtu.be/-CGuiEykGvY
@Purple_1984 Can you provide me with more specific information about your problem, error log, crash, etc.?
I Found a bug...
I had a situation in which an object with a certain qualifier would be invisible even though there are no events with that qualifier, however messing with events/objects of other qualifiers has made the original object visible again. Look at mfa. explaining this situation is super hard and it is a very weird bug.
If I refer to Frame 1 as the Global Event, to create a character X, in frame 2 the character X is not created unless his sprite is physically present. So, would it be possible to add, to the Global event, the option to create the sprite from another frame?
I can confirm this bug, seems to be related to how qualifiers are handled by the global event editor.
Originally Posted by Tebi1234
But the weird part is that it gets confused about DIFFERENT qualifiers, it affects all objects of the same TYPE instead of same qualifier.
This is reproducible by following these steps:
- Create a new mfa
- Create a Active on the frame and add the Texts qualifier
- Go to Global Event Editor and set the Texts qualifier invisible at Start of Frame
- Create a new frame
- In this new frame create Active and add the qualifier Good
- Also create a String and add the qualifier Texts
- Run the app from the Frame 2 where the Active and String is
- You'll see that the Active with the Good qualifier got invisible (which is incorrect, since it's not in the Texts qualifier)
- The String with the Texts qualifier isn't touched (which is expected, since it's not an Active object even tho it has the same qualifier).
- Now, create another active on the Frame 2, add the qualifier Texts this time and run if from this frame.
- Now the Active with the Good qualifier is visible, the String with Texts qualifier as well, but not the Active with Texts qualifier, which is the expected behavior for the global events.
Not sure if it's this, but you must not use the same qualifier with different types of objects in global events or behaviors, this is a known issue.
Originally Posted by NaitorStudios
This is complicated to do given the current way Fusion works, as Fusion loads object data when the frame starts and it doesn't know what objects created in global events can be created in the current frame (so it would need to load all objects created in global events in all frames, possibly wasting memory).
Originally Posted by Crian
I don't think that's the same issue, I mean, in the frame that this happens, there's only one of each kind and qualifier.
Originally Posted by Yves
Either way, the wrong Qualifier is targeted on the Frame 2, the event on Global Event Editor targets Group.Texts, but Group.Good gets affected just because it's also an active.
One interesting thing to point, in this example it only happens between Group.Good and Group.Texts for unknown reasons.
Edit: Here's a clear example
Excellent example. Though I'm unclear about what the final frame is trying to illustrate. The text mentions Fusion getting confused, but nothing seems wrong in this frame; only the correct active is inverted. Is that not what happens on your PC?
Originally Posted by NaitorStudios
It shows that the correct active is inverted and that group Good isn't inverted BUT only if there is at least one active object with group Texts in the frame. since in frame 2 there are no actives with the group Texts, Good for some reason turns inverted...
Originally Posted by Volnaiskra
Basically it shows that the wrong group (Good) will only beinverted if there isn't at least one active with group Texts in the same frame