playcanvas / playcanvas/engine
Enable then disabling a clone when cloned still shows the model
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area: graphics
- Dominant language
- JavaScript
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- Avg merge
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- Merged PRs (30d)
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Description
Repo: https://playcanvas.com/project/739710/overview/disable-on-clone-initialise-bug
Press 1 to clone object.
Expected result: No box to be rendered
Taking into account of the clone code:
// update code called every frame
Main.prototype.update = function(dt) {
if (this.app.keyboard.wasPressed(pc.KEY_1)) {
var e = this.entity.findByName('Parent');
var c = e.clone();
this.entity.addChild(c);
c.setPosition(pc.math.random(-4, 4), pc.math.random(-4, 4), pc.math.random(-4, 4));
c.enabled = true;
c.enabled = false;
}
};
The clone should not be visible.
Moving the code:
// initialize code called once per entity
DisableMeOnInit.prototype.initialize = function() {
this.entity.enabled = false;
};
To postInitialize fixes the issues:
// initialize code called once per entity
DisableMeOnInit.prototype.postInitialize = function() {
this.entity.enabled = false;
};
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the clone code and the entity initialize/postInitialize lifecycle shown in the issue. Reproduce the behavior by cloning the Parent entity, enabling it, and then disabling it; done means the cloned model is not rendered after being disabled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100