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I'm creating this issue to capture fundamental design limitations we may want to consider in the future, if we are thinking about new major versions which could have breaking changes.
Rooms and Objects are the same thing, which is good in some ways, but inconvenient in others (like if you want to easily get a list of all rooms in a game). This should be mostly addressed by Pertex fixes all rooms #1326, but it's a bit ugly that we now have previously "dummy" editor types that now exist in published games. "Object and/or room" can now be represented as either a lack of either of those types, or with a new editor_room_object type. There should be a better mechanism to handle the use cases of showing relevant editor controls, and allowing rooms to be identifiable at runtime, while still allowing for the (admittedly unusual?) case where an object can be both.
There are a few interesting notes I captured in a 2012(!) blog post about things I might change in Quest's design
Related to the above, with the new runtime I'm planning for Quest Viva, we should be able to "un-deprecate" functions and script commands which block waiting for user input (as the script runner can be called asynchronously from the UI)
I'm creating this issue to capture fundamental design limitations we may want to consider in the future, if we are thinking about new major versions which could have breaking changes.
editor_room_objecttype. There should be a better mechanism to handle the use cases of showing relevant editor controls, and allowing rooms to be identifiable at runtime, while still allowing for the (admittedly unusual?) case where an object can be both.