mixer / interactive-unity-plugin

Unity Plugin for Mixer Interactivity
MIT License
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So, I've had time to look at this again, and it still doesn't work - as I said initially, I am changing the participant's scene dynamically, so the old buttons aren't there, and the new buttons appear. But using updateControls just means that I get the error "unknown control id specified" #118

Closed djarcas closed 5 years ago

djarcas commented 5 years ago

So, I've had time to look at this again, and it still doesn't work - as I said initially, I am changing the participant's scene dynamically, so the old buttons aren't there, and the new buttons appear. But using updateControls just means that I get the error "unknown control id specified"

Which... makes sense? Cuz the old control isn't there. And I just added a new control. How do I achieve modifications of existing scenes if updateControls only changes existing controls, and if updateScenes isn't suitable?

_Originally posted by @djarcas in https://github.com/mixer/interactive-unity-plugin/issue_comments#issuecomment-452646063_

djarcas commented 5 years ago

For the moment I've just spawned all the buttons I'll ever need initially, and am simply disabling them and moving them off screen when the current part of the game doesn't need them. This is more than a little clunky ;)

rasterknight commented 5 years ago

Hi @djarcas , thx for posting. Same here for now reading from all you posted and same experience here: im taking the route of: only using groups, scenes are precreated and are only IDS so that giveInput works from ParticipantView. And I manage myself sending messages to Participant to switch views themselves when they move around in the groups or in game states. At least thats my plan for my next test.

payzer commented 5 years ago

If you get unknown control id then that means you have to create the controls, then update them. But list rasterknight said, I usually do the same thing: 1) Create controls, then 2) update them.