View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0020921||Runner||[All Projects] Objects||Public||2016-03-30 11:10||2021-07-28 15:30|
|Priority||Medium||Severity||C - General||Reproducibility||100%|
|Platform||Windows||OS||Windows 8||OS Version|
|Target Version||Fixed in Version|
|Summary||0020921: Objects: Deactivated Object Parents won't activate in the same frame/step|
|Description||If you deactivate all instances of an object then reactivate them all within the same step the child object gets reactivated on that step but the parent objects don't. At the start of the next step the parent object is reactivated as expected but this seems inconsistent and I'm not sure if this is correct.|
Attached is a sample which creates the child instance and then deactivates everything on creation, at the beginning of the step everything is activated and then at the end of the step everything is then deactivated. At the beginning of the next step the values shown last step are stored for comparison.
Also instance_count always returns zero, which seems like a bug too.
|Steps To Reproduce||1) Run the sample project|
|Additional Information||Original helpdesk ticket: http://help.yoyogames.com/tickets/101517|
|1.4 Found In||1.4.1749|
|2.x Runtime Found In|
|2.x Runtime Verified In|
ParentActivationProblem.gmz (70,480 bytes)
I did some testing.
Object Parents are 'not accessable/still accessable' when 'activating/deactivating'.
It doesnt matter if you de/activate the parent or childs of the parent, the parents wont update its activation state in the same frame.
The code attached works fine in legacy Game Maker 8.x versions and below!
Its realy hard to develop a game with this broken system :/
And a workaround to get all last childs from a parent is too ressource expensive.
Last edited: 2016-06-20 08:26
Have moved to the current bug database now, as still happens in v2.3.3.