N
noggins
Guest
Not sure if this is a bug or I'm doing something wrong. I have a game with 2 rooms and a persistent player object. When the player object in room0 collides with a room change object the game loads room1 and the camera moves around as if it's following the player at the exact point it would be at, but the player is invisible. If player then collides with room change object and is sent back to room0 the player is visible again. I've done this in GMS:1 and it works, when I do it in GMS2 the exact same way everything works but the player object is invisible in second room.
I also tried creating a persistent non-player object with no code attached, placed it in room0; when room1 loads it's invisible, when room0 is loaded after room change it's visible again. When I attach step code to the non-player persistent object to show an incrementing debug message, it will keep showing the debug message forever whether it's visible in the current room or not. If this same object is then removed from room0 and placed in room1, it won't show the message until room1 is first loaded but then continues to show it after player object leaves room1 so the persistence is technically working, the persistent objects are still in the rooms, they're just invisible in any room other than the room they've been created in.
I also tried creating a persistent non-player object with no code attached, placed it in room0; when room1 loads it's invisible, when room0 is loaded after room change it's visible again. When I attach step code to the non-player persistent object to show an incrementing debug message, it will keep showing the debug message forever whether it's visible in the current room or not. If this same object is then removed from room0 and placed in room1, it won't show the message until room1 is first loaded but then continues to show it after player object leaves room1 so the persistence is technically working, the persistent objects are still in the rooms, they're just invisible in any room other than the room they've been created in.