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Thread: Destroying objects in unison with saving frame position

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export Module

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    Destroying objects in unison with saving frame position

    In my game, there is a certain circumstance in which an object is destroyed at the exact moment that the frame position is saved. At the time of the event, nothing appears to go wrong...the object is destroyed cleanly and normally. However, when the frame position is loaded, the object displays its Disappearing animation, but then instead of vanishing, it reverts to its Stopped animation!

    The game seems to be confused as to whether or not the object has actually been destroyed. Certain events still call for it (like collision events), but others don't (like overlap events). As far as I can tell, no action can be run for it (I've tried destroying it a second time and making it invisible, and neither does anything). Stranger still, when I look in the debugger, it displays the object in the list, but when I click on it, it refuses to display any information about it.

    Is there any way to circumvent this bug and still destroy the object at the moment the game is saved? It's pretty important that it should work that way.

  2. #2
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    Does the frame reset after the object has been destroyed? If so, what event triggers the reset?

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