Gamedev pro tip: Don't assume that because the asset you use supports save functionality that this is something that actually works 100% of the time
Turns out certain functions of the asset can't be saved and those things happen to be used a lot in my game. Wish me luck.
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Antwort an @headwaregames
Clue me in I use adventure creator too!
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Antwort an @jaybee_tyn
The problem is with the Object - Add or Remove action. I use hotspots for the signals you scan, with a custom tag and additional script that enables/disables those hotspots to emulate the scanning stuff. Because of the script I have to remove the hotspot objects completely when-
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Antwort an @headwaregames @jaybee_tyn
-I'm done with them. To load objects that have been removed they have to be prefabs in the resources folder, which means all connections to scene based actionlists are broken. So now I have to go through and figure out an alternative method of ending the signals and replace all.
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Antwort an @headwaregames @jaybee_tyn
You wouldn't typically need to *remove* a hotspot, you'd just disable it. But yeah, my custom script stuff for the scanning meant I had to find an alternative to simply disabling hotspots and now I'm in this mess.
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Antwort an @headwaregames @jaybee_tyn
Couldn't you have a hotspot manager or something that could be referenced as a static instance to manage a state array or even just set the prefab via the editor in that globally accessible script so you can reference it to instantiate? Or is this online/multiplayer?
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Antwort an @Pyramid_Lake @jaybee_tyn
Dats some heavy programmer speak lad, I am but a humble artist who makes his way with plugins and visual scripting. The game is done, it's just this one thing that's tripped me up. I'm just teleporting the objects to -10000 instead now :) Thanks tho!
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Ha no worries! If you run into anything you're stuck on in the future feel free to reach out. Looking forward to checking out your game 
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