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Delay when using Repeating Group in a game

I’m creating a simple mini game. It has 3 objects that should show/hide themselves individually based on a timer. I get this to work nicely when using separate Images and storing timer data in Set States. However, I will have 9 objects in the full game. Therefore I want to store the timer data in a Repeating Group allowing me to access each object by Index. This makes the Workflows reusable between objects. Otherwise I have to hard code 9 copies of every Workflow to set the correct State.

So, when using the Repeating Group, the objects do have different timers. But they are updated visually at the same time. Is this due to how the Repeating Group is working clustering updates?

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