— Can you please provide and example (capx) explaining how you make several clones of a sprite by calling their names?
was about to do that when i posted but had to leave... il do it now il edit this post here.
edit: here is the capx of 1 sprite duplicated 10 times, and set on a everytick condition to move up or down,
as comparing with NewMesh object the Babylon plugin has, each new clone of the sprite in C2 act independently, while in Babylon the newmesh if is duplicated, they dont, unless we place them on screen manually and rename them 1 by 1 by hand. or by using the clone mesh array.
other plugins that do 3d are acting similar as C2 sprite, is not something that isn't possible to do.
Plus as i said, you already made it in the properties list, so its just a matter to give it a expression. it should be possible, since its already implemented like 99% .
the only thing you are missing is giving the new duplicate a new name or pick it by the iid instead of meshname ? im not sure how sprites are picked by C2 Ashley could clarify that, better.
but its way easier to just create 10 -100-N numbers of the same object with system create expression instead of using a clone mesharray then use that as a placeholder then run a index loop to control those clones... which are limited by the loopindex its running trough.
P.S when i said calling the duplicates i meant i dont need to call their individual name, but the sprite object that is the name that should count for all. in C2 all objects have IID which is individual index value of the same type object, while uid is just a order that is spawned collectively with other types of objects.
when u create the same sprite 10 times, C2 picks each duplicate by its own IID i guess as being a entire entity, and then picks all Sprites named Sprite, as a family group if im not mistaken, its something same group type of object type of thing, if you understand what i mean, i can get confusing in writing.
Also i think this 2 manual articles are explaining the best how C2 Sprites work, and what drives the individual clones to act independent.
Object Types And Sprite
And a quote entry from object types.
Events are made to apply to an object type. The event then filters the instances that meet the condition. For example, the event "Bullet collides with Alien" is an event that applies to all instances of the Bullet and Alien object types. However, when the event runs, the actions only apply to the specific instances involved in the collision.