CitrioN
New member
Hey,
I'm trying to get runtime pickups working without having the character pick up a new Item (including perspective, weapon, visible item etc.) and attaching it to the hierarchy every time.
I've seen that the demo scene does not define an item for the first assault rifle item pickup but that requires the item childed to the item placement beforehand to work which is not an option for my game.
I noticed the item pickup script will always pickup a new item if I define one but if I don't the item has to be in hierarchy before it is picked up to be usable.
This will result in the player getting more and more of the same item childed to the ItemPlacement object.
The same is true for the visible item below the item slots.
I also noticed that the drop item ability will only drop the items from the inventory and leave the item and visible item in the players hierarchy untouched.
I've manually tested what happens if I delete them manually but unfortunately picking up the same item with the ItemPickup will not work at all if I do.
My questions about this is if there is any internal caching on those items/visible items in the hierarchy that could interfere in that case?
Is there anything I missed in the documentation that would help me with this case?
My goal is to remove all the related information to a particular item (item placement, slots) when it is dropped so I have a fresh item the next time I pick it up.
I'm trying to get runtime pickups working without having the character pick up a new Item (including perspective, weapon, visible item etc.) and attaching it to the hierarchy every time.
I've seen that the demo scene does not define an item for the first assault rifle item pickup but that requires the item childed to the item placement beforehand to work which is not an option for my game.
I noticed the item pickup script will always pickup a new item if I define one but if I don't the item has to be in hierarchy before it is picked up to be usable.
This will result in the player getting more and more of the same item childed to the ItemPlacement object.
The same is true for the visible item below the item slots.
I also noticed that the drop item ability will only drop the items from the inventory and leave the item and visible item in the players hierarchy untouched.
I've manually tested what happens if I delete them manually but unfortunately picking up the same item with the ItemPickup will not work at all if I do.
My questions about this is if there is any internal caching on those items/visible items in the hierarchy that could interfere in that case?
Is there anything I missed in the documentation that would help me with this case?
My goal is to remove all the related information to a particular item (item placement, slots) when it is dropped so I have a fresh item the next time I pick it up.