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Add a named variable. Add a selector and wire the variable's current value into the "active port" of the selector. The selector will send a signal from the current active port--A=0, B=1, C=2, etc. So you can use those to power different keyframes to set the correct view.
To cycle through them, add another selector and set it to have the same number of outputs as the other one. Add a variable modifier and set it to affect that named variable. Wire the selector's "active port" output into the variable modifier's "operation value," and change the var-mod's mode to "set," and "continuous."
Also, wire the first selector's individual channels into the channels of the second selector. This will make sure the second selector starts off with the correct channel as "active."
To cycle through them, send a signal into the "next" input of that second selector.
So the player controls cycling through positions on the second selector. Which sets the variable value. And the variable changes which of the keyframes will be powered. And the keyframe that is powered turns on the correct view.
Now to make the variable work across scenes, tweak the variable itself and turn on "persist in dream." Then you can make all of that into a separate element--or perhaps bundle all this with the character or something. Then you can import it into each scene.
If you find it doesn't load in the saved view properly, add a timer with a short target time, and use its "finished" output to power the variable modifier. This will delay it and allow it to load before tyring to set it again.
Hope this helps.