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I have several applications in mind that make me want a way to express something like, "From all objects matching _____ (a tag name, label name, presence in a trigger, etc.), select one or more of those objects by _____ (random choice, proximity, index, etc.), so I can manipulate its properties."
Right now, achieving this means that every object I want in that 'set' be explicitly wired to the logic doing the work. But if there are hundreds of such objects, it's prohibitively difficult to build those kinds of sets. I find that Dreams expects me to predict all the states an object might ever be in and encode those states into the object, then activate/deactivate them from remote. I run into trouble when I want other things in the scene to behave depending on the state of those objects.
I find myself wanting a way to do basic set logic:
* Define a set of objects matching some criteria
* Build a set manually by adding/removing elements
* Count the number of objects in a set
* Iterate over objects in a set, send signals to them, and get signals from them
* Perform set algebra: union, subtraction, intersection
Here're some use cases I've found are challenging to build:
"Present the player with a picker that lists all objects tagged 'furniture', but nothing else"
"When I click a button, I want my spotlight to randomly select one of any objects having an 'Actor' tag and look-at rotate to it."
"I want to emit a get well card in the direction of all actors tagged 'Sick'."
"When *any* tagged object that enters a Trigger Zone, I want to show text that says, 'Hello, {tag name}!'"
"I want my emitter to emit debris randomly selected from the set, 'All rocks that tagged 'debris' that are *not* tagged 'glowing'."