I see the 'Follow default Sorting Map' now in the 'Follow SortingMap' component in the sprite child, this is definitely selected and has been all along.
Alternatively, changing line 145 in SceneSettings.cs from:
followSortingMap.UpdateSortingMap ();
to
followSortingMap.SetSortingMap(sortingMap);
Fixes the issue as well (which seems a bit more robust), unless we should intentionally be able to fl…
Okay, so I can see the actual sorting map used is updated via 'UpdateSortingMap', which is indeed called on scene load, but that doesn't reset the 'followSortingMap' flag to true. Where should SetSortingMap usually be called from on a scene load?
Okay, so in the save data for the scene without a default sorting map, the bool on the player's sprite 'Follow default Sorting Map' is set to true.
On load, again in a scene without a default sorting map, SetSortingMap on the FollowSortingMap Compo…
Re: inventory, yes it's via the events editor, sounds good.
I've added a constant ID to the sorting map, it doesn't make a difference. Let me try to describe the exact setup. Two scenes:
In scene 1, the character is visible and player-controlled. …
Actually, just checked in the AC status window when loading, it appears to trigger the inventory item add event for all items in the player's inventory
Thank you and thanks for all of your continuing work on this engine. There seems to be a sane way to do just about anything you can think of regardless of how 'non-standard' it is.
Yes, I'd managed to do something similar with an action list, just …