In the past, I recall coming across a scene that they had a uibutton that would load another scene save file, but it would retain the assets that were already loaded, as well as retain their changes/alteration, but would replace other things like the person.
For instance I'm attempting to make a scene where Individuals come in one at a time to take a test. After the test is complete, I want to be able to switch them out for another person, but not have to reload the entire scene and assets, just the character and it's corresponding animations, and animationpatterns.
The primary "need" is that I want the changes to the Environment to remain the same between each transition. As each individual has various ways of interaction that differ from one to the other. During the scene certain assets will be generated(loaded in or have edited plugin values,) and I want to retain those for when the next person is loaded in, having those assets remain in the scene unchanged/unmoved from their previous states. These various things can be random though, so Attempting to have a "Next Scene" button just won't work as it will basically only load what was saved for that scene, and remove everything that was in the previous one.
My current Idea was to just make a list of buttons for each person as a load and remove subscene button. I figure by naming all the subscenes the same name, I can remove the current subscene with any of the buttons, and load in a desired Person when I press the button (no matter whose loaded in) their subscene is removed and the next person is loaded in via their subscene save file, but I haven't gotten far enough to test if that would work, or if the option to Load/Remove a Specific SubScene using a UIButton is even possible..
Any advice would be great! I'm just trying to figure out what my next steps are before I'm fully there, as currently I'm doing A LOT of braindead tasks like setting up 50+ 'Buttons' to Adjust various asset animations and audio cues.
For instance I'm attempting to make a scene where Individuals come in one at a time to take a test. After the test is complete, I want to be able to switch them out for another person, but not have to reload the entire scene and assets, just the character and it's corresponding animations, and animationpatterns.
The primary "need" is that I want the changes to the Environment to remain the same between each transition. As each individual has various ways of interaction that differ from one to the other. During the scene certain assets will be generated(loaded in or have edited plugin values,) and I want to retain those for when the next person is loaded in, having those assets remain in the scene unchanged/unmoved from their previous states. These various things can be random though, so Attempting to have a "Next Scene" button just won't work as it will basically only load what was saved for that scene, and remove everything that was in the previous one.
My current Idea was to just make a list of buttons for each person as a load and remove subscene button. I figure by naming all the subscenes the same name, I can remove the current subscene with any of the buttons, and load in a desired Person when I press the button (no matter whose loaded in) their subscene is removed and the next person is loaded in via their subscene save file, but I haven't gotten far enough to test if that would work, or if the option to Load/Remove a Specific SubScene using a UIButton is even possible..
Any advice would be great! I'm just trying to figure out what my next steps are before I'm fully there, as currently I'm doing A LOT of braindead tasks like setting up 50+ 'Buttons' to Adjust various asset animations and audio cues.