How to use "Execution State at Appearance"

Could you please explain how to use the “Execution State on Appearance” in the image below?

I thought it would be used when I want to execute a state other than the initial state when an object appears, but no matter which state I select, it always starts from the initial state.

Thank you for your message.

Thank you for your inquiry.

This feature allows you to set the state that will be executed when generating an object directly placed within a scene.

When “Initial Execution State” is selected, the initial execution state chosen in the .vs file will be executed.

(You can set the initial execution state by right-clicking on a state within the .vs file.)

If any other state is selected, the selected state will be executed.

Objects generated via execution actions in the .vs file, such as “Create Object,” will have the state selected in that action as their initial state upon creation.

This is an overview of the feature. However, when I created a project and checked the “Execution State at Appearance,” the state executed as expected, and I was unable to reproduce the issue you reported.

If there is no change in the state of objects directly placed within the scene, could you please share the relevant project with us?

We appreciate your cooperation in this matter.

AGM_member_T,

Thank you for your continued support.

Thank you for your confirmation.

I have now identified how the issue occurs while creating a shared project.

It seems the issue occurs when there is a scene transition.

Please find the attached file for your review.

Thank you in advance for your assistance.

testproject_20251104.zip (1.1 MB)

(Characters are moved left and right, and a message appears on the screen when approaching an object.)

■ Issue occurrence pattern:

Game Scene 0 → Transition → Game Scene 1 (Execution state set at appearance here)

■ Pattern where the issue does not occur:

Game Scene 1 (Execution state set at appearance here)

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Thank you very much for your kind assistance.
I truly appreciate you sharing the details of the case and the project.
I will confirm the information.
Thank you in advance for your continued support.

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Thank you for your message.

After reviewing the project you shared, I have confirmed that the “Execute State on Appearance” does not function properly after scene transitions. This appears to be a bug, and we will check with the development team.

As a temporary workaround, could you please consider the following solutions?

  1. Add SceneIndex to the VariableSettings of the GameObject where you want to specify the state.
  2. Add a Node2D as a child to the GameObject where you want to specify the state, and attach the following script:

extends Node2D

func _ready() → void:

AGMakerManager.game_scene_changed.connect(_on_after_change_scene)

pass

func _on_after_change_scene(current_scene: GameScene):

if current_scene.name == "GameScene":

    $"../VariableSettings".set_value("SceneIndex", 1)

pass
  1. Add a state for scene transition in VS, set it as the initial state, and use a link with “Switch Variable Changed” to branch based on SceneIndex.

We sincerely appreciate your understanding and cooperation.

Thank you for your report. We look forward to continuing our collaboration.

AGM_member_T,

Thank you for your confirmation and suggestions for alternatives.
Currently, we are creating objects for each required execution state, so we will proceed with this approach for now.
However, we expect this functionality to be needed in the future, so we kindly ask for your support in addressing this.

Additionally, there are several other issues regarding behavior after scene transitions that seem suspicious, and we would appreciate it if you could also check these.
(Note: We have not yet verified the exact conditions for these issues, but there are likely more.)

  • The wait action that stops game progress does not work.
  • The firing position when shooting changes depending on the scene (specified via connector).
  • After scene transitions, the player sometimes appears and sometimes does not appear on DynamicWater.

Thank you very much for your support.

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Thank you for your report.
We will also proceed with confirming this matter.
We appreciate your continued cooperation.

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Dear AGM_member_T,

Thank you for your continued support.

Regarding the issue mentioned above, I have discovered that the behavior differs depending on whether a scene transition is involved or not. Could you please confirm the following steps?

Additionally, I am currently attempting to display the HP value using ImageGauge in conjunction with the above steps, but if there is a simpler method, I would appreciate your guidance.

■ Procedure

  • Place object A on the CanvasLayer (UI) in the game scene.
  • Set the action for object A to “Display Text”
    → Configure it to display the “HP” variable from the Player object.

■ Results
With scene transition: HP is not displayed
Without scene transition: HP is displayed

testproject_20251111.zip (1.1 MB)

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Thank you for your patience. We have made the necessary corrections in today’s release, version 1.1.6.

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Moonling-san,

Thank you for your response.

I have confirmed version 1.1.6 and verified that the “Initial Execution State” can be changed.

However, I’m not sure if it’s related, but the “Respawn Condition After Disappearance: Scene Changed” in BaseSettings does not seem to be working correctly. Could you please check this?

■ Issue:
① Place the following objects in Scene 1
※ Set BaseSettings “Respawn Condition After Disappearance: Scene Changed”
・Enemy1 Initial Execution State: action1
・Enemy2 Initial Execution State: action2

② After destroying the above objects in Scene 1, switch to Scene 2

③ Switch back from Scene 2 to Scene 1

④ The states of each object placed in Scene 1 are as follows:
・Enemy1 AnimationPlayer’s Reset plays (does not switch to state: action1)
・Enemy2 AnimationPlayer’s Reset plays (does not switch to state: action2)

※ If Reset does not exist in AnimationPlayer, both Enemy1 and Enemy2 will execute action1.

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Dear Isa,

Thank you very much for your message.

I apologize, but I am currently unable to reproduce the issue in my local project. Could you kindly share the relevant project with me so I can investigate further?

I greatly appreciate your assistance and thank you in advance for your cooperation.

Dear AGM_member_T,

Thank you for your continued support.

Please find the attached project for your review.

testproject_2025-11-17.zip (1.1 MB)

If there are any mistakes in my configuration or setup, please let me know.

■ Procedure:

  • Set initial states for each test object:
    • INFO_TILE: Red square
    • INFO_TILE2: Green square
  • When the Player object approaches and then moves away from the above objects, each object disappears.
  • When reaching the right edge of the screen, switch to Scene 2.
  • In Scene 2, when reaching the left edge of the screen, switch back to Scene 1.

■ Result:

  • When returning to Scene 1, both test objects display the Reset animation (black square).

Thank you for your assistance.

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