Okay, all I’m trying to do make a simple effect where a 2d sprite disappears, than reappears. (Just using score as a place holder for this forum) I have absolutely no idea what’s wrong. I’ve tried SO MANY things, and it should be really simple, but no matter what, it always disappears, but never comes back.
well…what to say…the first one should works…bcs i guess is correctly made.
the second one (…probably?) not …bcs the missing trigger once so when score is not visible and it is even for the next frame, the wait is infinite.
the third one…i’m not sure…guess it should works.
What instead may happen is that you’re using the wait action when other things happen.
I mean the wait action…is asynchrunous…you should not look at it at something that runs only on its event…
while it wait all others events of your project keeps running.
It would happen that you may have some event that override the one you want.
First try to just hide the text and use a synchrunous timer to reset to show text again…then come here to report.
I should mention, just as an experiment I also tried running the flash effect. And nothing else. I got the same thing. It disappeared, and never came back.
If that is the case…i guess your first event is correct. Simply it could happen that the wait is not ending bcs there is another damage that happens before it finish the time.
also i guess there are 4-5 flash behaviour to assign…be sure to use the rite one.
Nothing to do with damage. And actually, I mentioned this in the first post, I’m actually trying to work with a 2d sprite. Most of the projects I do are secretive during development, so I just used the score text to the hide the actual intent.
And hiding (objects) does indeed seem to work. I’m pretty confident It has nothing to do with visibility specifically, as I’ve tried alternative methods like switching the object’s animation, deleting and creating as you noticed. And I always get the same result.
Correct, Scene Timescale 0 is going to stop any time based events from triggering.
You could probably your pause menu on a separate layer, and use Layer time scale 0 on every other layer, so the events affecting your pause menu objects still work.