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Thread: # of global objects limited? Or possible glitch?

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCSWF Export Module
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    # of global objects limited? Or possible glitch?

    One of my objects have behaviors, and it's set to be global object, editor sync as identical objects. However, in the next frame, the behavior for this object is slightly different from when I edited in the first frame it appears on. I even tried turning this object global off, and back on as global again. This object seems to desync either way I test by editing it. I don't know why. The other global objects I have in my game seem to work fine. I thought the latest build was supposed to fix this issue?

    Also, if I move one frame upwards that contains global objects of the same kind, will they become desync with the rest of the game? Or should they remain unchanged, and still work as global objects?

    Currently using 2.0 Build R254

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    Clickteam Clickteam

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    To fix this issue you must set the Editor Sync. option to "Same type and name". The "Identical objects" mode is the old, bugged mode.

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    Clicker Multimedia Fusion 2Android Export Module
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    Yeah this new mode is a godsend when it comes to having global objects.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCSWF Export Module
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    Quote Originally Posted by Yves View Post
    To fix this issue you must set the Editor Sync. option to "Same type and name". The "Identical objects" mode is the old, bugged mode.
    Ah okay I see. I thought for some reason the old bugged one got removed entirely. But I guess it's still there. I didn't realize it.

    Also, when I removed the object from the other frame, and paste again, the global object seemed to work again. So now to avoid this I guess I'll have to change my global objects to say same name and type.
    Thanks for the info.

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