🧵#Feedback on Everywhere Actions

hybridherbst

Thanks for the feedback – do you have some examples for something that felt too hard with Everywhere Actions but you think should be easy?

firedragonst

Thanks for the response. The physics system gave me the most headache (Trigger, Collider, genereal interactions like obstacles + collectables + score system, etc...) and things like Object-Pooling would be great, but I'm totally aware that there are lot's of limits from Quicklook.

firedragonst

I'll try to post a video next week, of an (unfortunately cancelled) project, where I tried to utilize Needle for Unity + Quicklook.

firedragonst

Ah yes, the custom creation of everywhere actions was a struggle for me, but I may have just not understood how to do it 😅

firedragonst

Not sure if this is even possible in Quicklook, but something that works like "Update" and can be called continuously for e.g. moving smth would be great too.

hybridherbst

There's some tricks – you can have a looping action that then does something every few moments

firedragonst

E.g. it took me a while until I realized that I can't use MeshRenderer.enabled in the animation. Worked around with adding more road segments "looping" literally with scale set to 0 for fade out and set to 1 for fade in.

hybridherbst

Yeah this is good feedback. We are usually able to "make it work" in some way if we know the problems 🙂 so e.g. potentially we could preprocess clips that use .enabled and just replace it with scale 0/1