The "Object Connection" node cannot bind or unbind object generation by repeatedly toggling the switch

The “Object Connection” node can generate a sub-object for the player that follows their movement and rotation, similar to the effect where leaves surround Woodman in Mega Man. This sub-object, which follows the player, disappears when the scene changes. If you want to automatically generate a new sub-object for the player in the next scene using the “Object Connection” node, you can do so by generating another sub-object for the player. Turning on the self-variable switch allows you to bind a sub-object to the player with a single generation. However, turning off this variable does not unbind the already bound sub-object, nor does it make the bound sub-node disappear. Even if you delete the sub-object, the binding remains. If you turn the variable switch back on, no sub-object will be generated because the system determines that one is already bound, resulting in no action. I’m unsure whether my approach is flawed or if the design intentionally only allows one-time binding. Alternatively, perhaps using the “Object Connection” node isn’t the right method for generating a sub-object that follows the player’s movement and rotation after a map switch. The “Object Connection” node only offers a connection/binding option, with no unbinding option.

This is used when switching from Scene A to Scene B. Objects that follow the player will disappear when passing through a portal. The “Object Connection” node can resolve this issue once: after switching scenes, it generates a bound child object for the player via another object. However, it cannot unbind the child object that was bound by “Object Connection.” While “Object Connection” can create bindings, it cannot remove them. Deleting the child object also does not remove its binding to the parent object. For example, if a pet follows the player, the pet disappears after the player passes through a portal. After switching scenes, another object uses the “Object Connection” node to generate a new pet that follows the player. This makes it appear as though the pet followed the player through the portal, thus achieving the transition from Scene A to Scene B. At this point, if you turn off the “Object Connection” switch, the node still cannot unbind the object. Consequently, when transitioning from Scene B to Scene C and turning the switch back on, hoping that “Object Connection” will generate another pet, it fails to do so because the previous pet is still considered bound, even though it was deleted at the end of the previous scene. Does “Object Connection” have a function to unbind objects?

How do character skills (or pets) avoid disappearing when entering a portal? What is the method for following the player into the next scene and carrying over objects from the previous scene to the next?

Object Binding (Connection of Objects) can generate a child object by toggling a switch variable. Now, when the switch is turned off and then turned on again, the child object is not regenerated. Why is this happening? (Even if the child object is destroyed, it will not be regenerated.) I know that child objects can be created using visual scripting. I want Object A to create a child Object C for Object B, where Parent Object B and Child Object C have a parent-child relationship, and Object A is responsible for toggling the switch variable.

Problem Description:

  1. With “bindobjects”, the child object cannot be generated when the variable is toggled on for the second time.

Thanks for the detailed write up! I was going through the reports and saw this one was already sent to the developers.

From what I can see, the switch is currently intended to only create the connection, so turning it off doesn’t unbind the child right now. With that said, it’s being looked into now for a possible behavior change.

The connection sticking around after a scene change even though the child was removed is confirmed as a bug and a fix is in progress.

Description:

  1. I would like to add an unbinding feature that allows multiple child objects to be generated via toggle variables or signals. This would enable other objects to spawn child objects for the player during normal gameplay, such as when refreshing pets across scenes or implementing effects similar to Mega Man’s charge shot.

  2. Is there currently a way to move the player’s child objects along with the player through portals to the next scene without using code?

  3. Thank you for your response. I will continue studying how to use AGM (bow).