Hi! I have a problem when picking an object after using "create object by name"... I'll describe the project a bit:
I made a merge game where a "generator" creates icons and send them to a grid every time I click it. So far so good, I create the icons by name and use "Pick last icons_family(family) created".
Now I made an enemy that can create Icons on a battlefield when it dies, but doesn't immediately send the icon to the grid. Those are the same icons on the same family, but it applies some changes (size, variables, etc) and wait for a click before sending them to the grid.
This is how the function that creates the battlefield icons looks:
At first it was working fine, but the game is fast-paced so I click the "generator" like crazy to get more grid icons. At some point, when a battlefield icon is created and I'm clicking the "generator", the grid icon gets in the middle of the code. I mean, the function creates a battlefield icon, but picks the last grid icon instead of the battlefield one, thus changing its size, position, etc.
So my question is, there's a faster or more direct way of picking the newly created object (by name) than using "pick last created" ?
I know if I create an object the regular way, I can immediately assign values and properties because it stays picked on creation. But when creating by name is not the case?
Thanks in advance!