As far as im aware, currently theres no way of doing what im suggesting.
We have the option to Pause a scene and Start a new one, then we can use the Stop Current Scene and Return to the Previous Scene.
We can Pause multiple scenes, but when using the return to paused scene we cant pick which one, just the last one.
If we use the regular change scene and pick the paused one, we just create a new one and the paused one remains there waiting untill we either stop all paused scenes, or use return to previous scene.
Is there a way to implement choosing which paused scene to return to?
As in make the action "Stop current scene and return to paused scene “SceneName”.
This would free up some logic space, instead of making a bunch of global variables storing positions and stuff that happened on that scene, instead we can just use that feature.
It would make life SO MUCH EASIER in certain situations, not to mention its much nicer on events, since we dont have to make events that keep track of everything.
I suppose you can kinda do this in a sequencial way, but im talking about using it in a non sequencial way, for example.
- Player starts at Level1
- Pause scene and change to Level 2
- Pause scene and change to Level 3
- Level 3 has a direct door to Level 1
- Stop Level 3 and Resume Level 1
I also tested opening about 100 paused scenes on my “Mana Knight” game, which is basically a finished project at this point, and no performance drop, i felt like i could keep on going forever and no fps would drop.
Why isnt this a thing yet?
Any chance this is possible to implement? Or is it one of those things that it might break GDevelop to implement?