- It’s the second(the last) level where the physics are used, the end of the stream.
- It would brake the encapsulation.
- It wouldn’t be easy and it would need a lot of unnecessary extra steps that weren’t necessary back then to “wire” stuff, but now are due to “lack of easy access to external variables in extensions”. Reference this post: Bring back a way for easy access to scene variables in extensions.
- My goal is to leave the scene editor alone forever, using it increasingly becomes a bigger waste of time with every update; right now the only reason for using the scene editor is to place an object that keeps all your custom objects inside, and that’s only because it’s a necessary step for stuff in extensions to work(it’s more of an obligation than a need). Everything is better organised and better isolated in the custom object editor, cause code in a custom object only exists when the custom object is on canvas, that’s the level of encapsulation I want always.
- It would need a complete rebuilding of the whole project in a far less efficient way, with lots of time lost (Again. I’ve been having to adapt every time an update brakes my project, feels like being chased) just because if this change.
I’m not gonna be forced into using the scene editor. What I’m gonna have to do if this change is not reverted or fixed in a way that solves your bugs while also letting us use physics inside custom objects, Is that I’m gonna have to make my own physics like back then when jump-through platforms hadn’t been added to the platform behaviour.