
Instead, you'll have to save the component's ID, and use that ID to look up the instance when you need it again in a later frame.įor some background on why we made these changes, see the blog post.

You can't save them and reuse them in future frames. Some commonly used component functions, like get_property() and set_property(), also have new helpers like get_property_by_id() and set_property_by_id() that do the lookup for you.Ĭomponent instances are volatile. You can look up the instance from the component manager based on the component's ID and its entity. When you destroy an individual component or access information about a component, you will mostly be using references to the component instances. If you create a new component dynamically, you now need to give it an ID. If you're using either the Lua or C APIs to interact with your entities, you'll probably have to update your code: You use this ID to retrieve a reference to the individual entity instance from the component manager.įor an overview of how these component IDs and component instances work, check the Interact with entities during gameplay page. Each component now requires an ID that is unique within the entity that owns it. This release changes the way you interact with entity components in the Lua and C APIs. Tip: See also What's New in 3ds Max to read about the new features we've introduced in this release. Each time you update to a new version of the engine and tool set, you may need to make some small adjustments to your content so that it will continue to work the way you're expecting.

That means that we can't always handle everything automatically. However, we've made 3ds Max Interactive a flexible set of tools for you to create unique content in ways that we can't always predict ahead of time, and we like it that way. We do our best to handle these changes automatically, by migrating your project content the first time you load it up in a newer version of the editor.

This page is for people who have already been using an earlier version of 3ds Max Interactive to work with a content project, and want to update to the latest version.Īs we work on improving the interactive engine and editing tools, we sometimes need to make changes that affect the way your content looks or behaves in the engine.
