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[IMPORTANT FOR SCRIPTERS] Scripting execution order changes

Discussion in 'General' started by Adam, May 10, 2017.

  1. Adam

    Adam Developer Staff Member Moderator

    Hi there,

    This is just a quick note on an upcoming change - I don't believe it breaks any scripted content out there already (infact may help with some other content making it work more reliably).

    We're changing when clientside scripts initialise and execute. I discussed this in the developer chat a few weeks back, but am formalising the change here.

    Currently, scripts will load when the object instantiates - in the case of scripts embedded in a scene, this can occur while the loading screen is up, but prior to when the users own avatar is present in the scene.

    We are changing this behaviour so that scripts will execute as soon as the player avatar is in the scene, this will still occur while the loading screen is up potentially, but only for the last 1-2 frames.

    This will ensure that the Space.Scene.PlayerAvatar global property is always available.

    Please note however, that the Player Avatar while present, will only be the root node -- the sub-components of the player (such as their skeleton, clothing, etc) may take a while to load from there, depending on cache status, and network speeds.

    I will look at adding a SAvatar.OnLoad event, which allows you to hook events to whenever the skeleton is loaded; this is important as a players avatar may reload periodically (such as when changing outfits), which could break script-driven attachments if they occur in an inopportune time.
    AshaSekayi and Mike (CNDG) like this.
  2. Adam

    Adam Developer Staff Member Moderator

    These changes are now in place and live. The old behaviour can still be emulated using a checkbox in the latest experimental EPs.
    AshaSekayi likes this.
  3. AshaSekayi

    AshaSekayi Member

    Was SAvatar.OnLoad already added as well?

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