Once that refactor was done and the scene issues sorted getting the rest of the ending screen working was actually very easy. https://ko-fi.com/post/Project-2-End-Screen-Looping-video-edition-E1E78O9MM
First sort of tutorial! https://ko-fi.com/Post/Stride3D-Referencing-components-in-parent-scenes-Z8Z08JR9A
Anyway, time to do a tutorial on getting around this problem once I’ve had some lunch.
Oh boy, that scene stuff was a bit more of a headache than I thought.
Turns out, in Stride3D, for some reason if you add a reference to a component that’s in a parent scene (still loaded mind you) and run your project, it wipes that reference out.
Rather than the way unity handles scenes. Which is what I initially presumed to be the way they would work.
The only thing left on this work is refactoring the scene into scenes to work with the way stride expects it to.
The world progression feature is mostly done!
At least the player can progress until the world limit is hit and the game crashes.
Also, it's pretty jarring so I need to make some intermission/loading UI once I've had some dinner.
Anyway time for a break and then on to the rest of this feature.
The imposter syndrome side of me says that very suspicious.
Which could be true but also very unlikely.
SO I've started on that lined up world by getting up the game for world progression!
I can't show much at the moment but the refactor to get it ready for the feature was a success.
Slight refactor done, two of the components that are used around the game itself are now services that get initialised on startup.
I'm getting a bit low on the work lined up so I think I'll spend some time building up that to-do list before deciding on the next piece to do.
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