Ashley's Recent Forum Activity

  • Sounds like the ideal solution is to treat anything that would affect the corresponding .uistate file as a project change to be saved then.

    This means enabling the save button if you change things that only affect the UI, like reordering tabs. I don't think it's typical for software to do that - usually the save button is only enabled for meaningful content changes. As an example of that, if you use source control and ignore .uistate.json files (which is recommended), then such changes will enable the save button, and subsequently saving will cause no change to the project files on source control. So overall I think that is also a kind of confusing or unusual approach to take.

  • In some cases you can right-click the legacy On function condition and use the option Replace with built-in function. If the option doesn't appear then it's not possible to automatically update it for you so you'll need to do it manually.

  • Construct 2 was retired in 2021. Since then we've implemented a new leaderboard system for the Arcade using the Construct Game Services plugin. That's only available with Construct 3 though, so you'll need to import your project to Construct 3 and export it there to be able to make use of leaderboards.

  • The crash message makes it look like something external is injecting code in to Construct and causing it to crash. Perhaps it's some antivirus, security, or VPN software.

  • Writing to every .uistate.json risks causing saves to progressively slow down the larger your project gets. Construct currently only writes to files that have actually been modified, which means save performance scales well - you can have an arbitrarily large project and saving will tend to only affect a small number of files. Saving every file every time means if you have 1000 layouts, Construct will write at least 1000 files every time you press save. If we do that someone will probably then turn up and say "your latest update made Construct saves much slower for me".

  • Yes, we could add read-only properties for those.

  • Those properties are not currently changeable at runtime, so there is no way to change them either with event sheets or code. (They are used to slice the image in to 9 GPU textures which are then shared across all instances, so it would take some work to allow them to be alterable, especially if it was meant to work per-instance.)

  • There isn't currently a script interface for 9-patch instances. However currently I don't think there's anything to expose on its script interface, as there isn't anything unique to 9-patches that is dynamically configurable (see its event sheet features - there are no conditions, actions or expressions unique to 9-patch). Therefore as it stands it's appropriate that it's represented by the generic IWorldInstance interface. Was there something specific you were hoping to access?

  • Construct does save layer visibility and lock settings. I just tried it and it does work as I thought.

  • It's hard to tell from that, but my best guess is you have a browser extension installed that is interfering with Construct and causing problems. Try disabling any browser extensions you have installed.

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  • If you run in to a problem please file an issue following the guidelines, as it's generally impossible to help from just an error message. In this case, the error refers to code that does not exist in the latest release, so it should not be possible for that to be happening there. So try updating to the latest release if you haven't already.

  • pakyawan - your recent posts have some strange phrasing and in some cases incorrect information, which look like they are possibly AI generated. If you're using AI to write your posts, please note our Forum & Community guidelines do not allow that, and continuing to do so may result in a ban.

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Ashley

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