Lately I've been having a strange problem: When I delete an object from a frame it doesn't actually delete. It disappears from the workspace area but it's still there in the list and the Event Editor. What's up?
Lately I've been having a strange problem: When I delete an object from a frame it doesn't actually delete. It disappears from the workspace area but it's still there in the list and the Event Editor. What's up?
It may seem strange at first yet every user will be glad it works that way because if an object is referred to in an event, Fusion will keep the object in it's memory because your code says it's still needed. If you truly want to get rid of an object for good, delete the code that is referenced to that object, then delete the object in the frame editor (both on the left object select area and from the frame itself). Save your file, then quit Fusion. Restart your file and it will be gone forever![]()
That's a big change, I don't know how I missed that in the release notes (assuming it's in there). I liked the old way MUCH better, where it would just tell you that the object was being used and ask if you're sure you want to delete it. Having to restart after deleting something is extremely annoying. Is this really a new "feature?"
I never said it's a new feature, as far as I know it has always worked like that (even in MMF). Just to clarify I only suggested a restart because you said you were having trouble deleting an object. The process doesn't need a restart to work, yet It's a logical step to ensure that your object has in fact been removed.
In some of my games I want an object to only be on screen when I tell it to be created. If I deleted the object and the code was deleted too it would be a major limitation. Therefore it's a needed feature, and therefore the only way to delete an object is to delete it and it's code. If one bit of code remains the object won't be deleted.




If you don't have any events that create the object at runtime, though, then deleting every instance of the object from the frame is supposed to do what fwtep mentioned, it asks if you want to delete the object and deletes it and all events if you say yes. However, if you create an object at runtime (using the "Create Objects" object), then delete all instances of it from the frame editor, then it will still show up in the list of objects. This unfortunately creates bad objects on occasion (though not always), at least it used to in MMF2, which are objects that refuse to be deleted under any circumstances, even after deleting all events referencing it. I haven't really noticed bad objects occurring as much in CF2.5, and, even when you encounter them, there are ways to recover from them, but still.
Yes! Thank you happygreenfrog! It WAS because I had the objects being created. I'd forgotten about them because it was in an old inactive group. Odd though that the Create action isn't tied into the "Are you sure you want to delete this object? It is used in some Events" pop-up, and that it doesn't delete the events like it does for the other kinds of events that use those objects.
Great to see you got it sorted.