> 3) Create a container on the 3d shape and join the sprite object.
Doing this creates an extra sprite at runtime that is laying flat on the ground where the 3D object is placed in the scene, which is left behind when the 3D object moves away during gameplay. I solved it by running a "for each" on the 3D objects and moving these extra sprites to "0, 0" (which is outside of the player's area) but this doesn't seem efficient.
For example, before the "for each" workaround the picture below shows the 3D object (skeleton standing up) and the extra sprite (skeleton flat on the ground) created by containerizing the two.
Is there a way to not get an extra sprite while still using a container? Since I have to set the animation frame randomly for each skeleton, putting them in a container seems mandatory.
Or, C3 programmers, can we get an option to *not* create extra sprites when a container is using sprites for its textures (though I know 3D isn't high on the priorities)?