12-08-2021, 09:07 AM
I have currently worked around it by adjusting the DTSingleton to have an instance per scene: Instance(Scene scene)
It don't normally want to modify plugins, but this seemed the most easy way to solve this. So now all splines, nodes or connections will always get the correct instance.
The problem is not when playing the game, there it's probably not important when the connections move. The problem is that we have a multi scene setup and we actually work with many scenes open at the same time (kind of an open world) When we hit save, then we would have had cross references as the Connections would have been moved into another scene. I am trying to avoid having to open the scenes without other scenes to be able to work on it.
Do you know what I should check that the plugin works as intendet? Like editor script that use the instance that are scene independant for example (This is a heart surgery after all )
Regards Kasimir
It don't normally want to modify plugins, but this seemed the most easy way to solve this. So now all splines, nodes or connections will always get the correct instance.
The problem is not when playing the game, there it's probably not important when the connections move. The problem is that we have a multi scene setup and we actually work with many scenes open at the same time (kind of an open world) When we hit save, then we would have had cross references as the Connections would have been moved into another scene. I am trying to avoid having to open the scenes without other scenes to be able to work on it.
Do you know what I should check that the plugin works as intendet? Like editor script that use the instance that are scene independant for example (This is a heart surgery after all )
Regards Kasimir