Reset object doesn’t reset all objects in the hierarchy/replicated objects don’t get reset when returned

When I spawn an object with the replicator and the object has text. I can set the text to something if I wanted to. But if I return the object and spawn it back the text doesn’t reset to nothing. If I reset the object the text doesn’t reset. This would be fine because I could just use an event receiver but the issue with that is that I have around 300 of that object and sending an event to all 300 replicated objects just to reset text costs a lot of heat. I looked for alternatives like the events for when object reset so that if the object was reset I could connect that to the text to make the text reset but that didn’t work. I tried using state machines which worked but then there was an issue that the state machines didn’t reset. Someone had the suggestion to have chips like get first child with tag or get all children with tag and if that existed I could just give the text a tag then reset it outside the object. I proposed the idea to be able to send event to specific object to around the 300 object issue.

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Also want to add another issue with replicators, ig it might be intended to work that way. Basically whenever you try to replicate an object that has a circuit board with a synced “int variable” (unsure if it does this to other variables, I tested with the int variable), usually if those objects were cloned by maker pen and not replicator, those “int variables” inside the circuit boards would be synced between players but they wouldn’t be synced between all circuit boards that have that same “int variable”. However when cloning objects using the replicator I believe there is a chance of the objects cloned to have the same synced int variable in each circuit board.

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And I also wanna add to the main post of this thread, it would be nice if when returning the object to the replicator the variables and texts or components in that container returned to their default values before the change done by circuits without having to send an additional event to each object.

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Oh I haven’t encountered this issue therefore I can’t provide any info about it but thanks for letting me know so if I do encounter it I know the issue

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Yes I forgot to mention variable but nothing resets which is the main issue.

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Also some events in replicated objects don’t work for example “when authority changed” , “when authority changed 1” (autos to “when authority changed”), “when object reset” and “when object reset 1” (also autos to “when object reset”). I’d like to mention I think the 1 added to the end is to differentiate between the replicator and the replicated object so for the replicated object it adds a 1 to know which one but since it autos to the event without the one maybe it doesn’t occur when the replicated object resets but only when the replicator resets. I made this up when making this comment btw so nothing is confirmed.

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