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(1 edit)

What is the current draw animation attached to your mesh? It's possible that reading is being set to false early because the animation takes time to complete even if the reading loop is done... I think. It's also possible that this code is being called before STM has begun reading, which would also cause "reading: to be false.


 Either way, personally I'd use STM's on complete event for this instead! That way you don't need to check the state of the mesh every frame.

Hey,

So I tried moving that aforementioned code into an oncomplete event listener, and I get the same result.  It's really strange.

Whoa I found something even weirder.  I built and ran the game on a whim and it worked as-expected there.  Seems like running it in the editor breaks it somehow?