Any way to bypass this?

Hey, so I’m making a level-based game. For efficiency, instead of placing the actual game objects on each level, I’m using spawns for each object. Why? Because if I’ve made hundreds of levels, but all of a sudden I need to change the visual of a game object, well, yeah…

I wanted to create a framework that allows me to easily visualize levels as I map them out. What I decided to do was run Studio test mode, and create a small script that iterates over all the spawns and creates their corresponding game objects. It also handles it so when ever I move a spawn, the visualizer will position each game object on top of the spawn.

However, the one thing I can’t seem to find a workaround for, despite me locking the parts in the game object models, I can’t easily select the spawn underneath the game object model :frowning:

Any ideas as to how I basically set the target filter of my mouse to be able to easily click on the spawns underneath the cloned models?

Thanks :slight_smile:

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Use some code that saves the current target position then move the target up then check the next target if that isn’t nil then it checks its name or what ever to see if it’s a spawn if it is then it moves that spawn up by 1 stud then moves the first target back down to the saved position, not sure if this would help but none the less hope it does

Edit: Grammatical Fixes (sorry about that i wrote the post on phone)

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