Hey,
@darkesthours443. It seems to be a bit trickier than I thought as the SuperController does not directly provide this information. Question: How do you load a CUA dynamically? At the moment I would assume, you have a CUA already in the scene with the assetpackage file selected, but leave the choice on "None". When the time comes, do you use an action to choose an asset name? And if so, that's where you'd like an action back from the CUA that loading has finished?
If so, I think I might have an idea... Basically the OnLoadingActions plugin could change its behaviour when attached to a CUA... I need to work on that, but it would make it "logical".
No completely different.
I use subscenes to load different environments in my project. (This, so that I can load and UNLOAD a multitude of environments at the same time, when required (clearing a subscene that has CUA'S in it, will free up RAM automatically, this is the prime reason why I use subscenes for cua environments), but I also found that using a subscene makes saving your progress during scene/story creation 1000% easier compared to saving your entire scene(which causes other issues if you have allot of trigger logic in your main scene), anyway..
- As far as I know, loading a subscene is internally the same process as loading a preset on an atom, so technically it's:
The subscene determines which atoms needs to be added and adds them -> Presets get loaded onto the atoms the subscene just added -> CUA atoms will undergo the "Loading please wait" part as shown in previous screenshot -> once this finishes it automatically selects the correct asset within the CUA due to it being saved in the "preset" that was applied in step 2.
So technically, internally, in other words, how I load the CUA into the scene is by applying a preset, I think.
I can / have created a multitude of workarounds for my subscene environments to still get the desired effect that I want (as described in my previous message), this is not the issue.
I was hoping your logicbricks might open up a new door for me to circumvent allot of the workarounds, but alas it appears that the plugin won't be able to read the required data as you mentioned.
- The main issue arises from a handfull of CUA assets that take ~30 seconds or more to load.
It's not a big deal when the subscene only takes 2-3 seconds to load a certain environment, I don't require the screen to fade out/in at those moments.
But whenever I load a CUA/subscene that takes a solid 30-45 seconds to be "unpacked/loaded into ram" then yes, I would like to add in a fade out/in effect (HOWEVER, as the loading times are not set in stone, combined with the fact that some assets/subscenes take more time then others, it would require me to manually set up allot of different timers (Logicbrick delays) OR use the oneventsceneload triggers, like tons of them, in every single environment/subscene to activate the fade in/out.)
Bassically, if you could expose that specific CUA loading part, I could bypass 99% of the trigger logic I require for a simple fade in/out effect.
The example I gave above, is only one usecase of many for this trigger/plugin.