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bryanedds — Today at 9:49 AM
so, if we wanted to removed the additional state handling when the gameplay screen is not selected, we could have the engine transition from some screen to none then on transition out finish, have it create the gameplay screen on the fly and transition to it.
this should already be doable by all the APIs
we'd just have to set up the templates a bit differently (and update the demos to match)
the non-gameplay screens would continue to be globally persistent tho as only the gameplay screen would get this special treatment
The text was updated successfully, but these errors were encountered:
I don't know if I really like this idea overall because it's really nice to be able to set the state of the screen while it's not selected, such as in the EditModes override. Tho, I suppose an alternative is to set state on non-gameplay screen and have the gameplay screen read from that upon creation... but I dunno. That's kinda ug too.
From discord -
bryanedds — Today at 9:49 AM
so, if we wanted to removed the additional state handling when the gameplay screen is not selected, we could have the engine transition from some screen to none then on transition out finish, have it create the gameplay screen on the fly and transition to it.
this should already be doable by all the APIs
we'd just have to set up the templates a bit differently (and update the demos to match)
the non-gameplay screens would continue to be globally persistent tho as only the gameplay screen would get this special treatment
The text was updated successfully, but these errors were encountered: