I’m in the process of making interconnected rooms for a game world. The rooms are separate objects kept on a hidden layer and are summoned to its corresponding ‘empty object’ on the active layer upon a player’s collision with an object (in this case a door). The logic looks something like this.
- Object with the “player” property collides with object named “door A-1/ A-2”.
- “door A-1/ A-2” sends out message with subject “load room A-2”, the object then ends itself.
- Empty object named “Empty A-2” receives message with subject “load room A-2” triggering the Add Object actuator.
- Object named “room A-2” (located on a hidden layer) is added to the active layer at the location of “Empty A-2”.
The issue I am having is that when I start the game engine, the door object’s origin gets shifted from its original position. However when I am viewing it in the 3D View Port, everything is in the correct place. If I’m viewing both the active and hidden layers and start the game engine, everything is still in the correct place. Every object has the scale and rotation applied to it.
If you need clarification on something, please ask, I’m reasonably quick at responding.