Can't follow. It works the same in both here.
Recent community posts
Now with so further playing, there definitely is something iffy with the back button registering actions. Its response is rather spotty. Also handling the inventory, trying to pick up any item to move it between the quickslots to the right and the inventory seems a matter of luck. Sometimes it happens, sometimes nothing happens, sometimes you pick up an empty slot icon instead. Using the mouse makes it slightly easier because you don't lose an item as soon as you pick it up.
When trying to use items the responses are somewhat inconsistent when an item can't be used. Sometimes the game tells you it doesn't work other times it gives no feedback at all.
Thanks for the response. I must have missed the touch-only notice on the product page. Now trying in on a touch-enabled device I have new issues with it - when opening the fridge in the kitchen I have issues leaving that screen again. The 'back' button does nothing, simple tapping does nothing, double-tapping backs out and immediately opens the fridge again.
Abysmal scrolling system. Whenever you want it to scroll it doesn't or only does so pixelwise, when you don't then it twitches around on every mouse move. Utterly inconsistent. Large icons obstructing view and occasionally blocking hot spots on the the screen.
Tried playing on the smallest map. The map did not contain any rock tile, making it impossible to continue. Retried with a new map. Same. Retried with a new map. Same. Retried with a new map. Same. ...
Tried large map. Finally got a rock tile to be able to start playing.
Advice: Ensure that the maps created are actually playable at all.
Thing is, it is comparatively easy to do in parametric 3D, where objects are mathematical constructs first and foremost and any mesh geometry will be generated wholesale by the software. That's why it is a staple in CAD products. AssetForge does not work with parametric 3D objects, it works with pre-made meshes. Cutting pieces out of them, stitching them together and deciding where faces and vertices have to be placed to not damage the pre-existing geometry but to also modify it in accordance with other geometry that joins with it/cuts it is a whole different kettle of fish.
If I remember the Unreal engine correctly then it is not "universally" supported, it only applies to the level editor, which basically is a fancy volumetric object editor. It's not applicable to the various geometric meshes you import to populate your scenes with or use as actors.
Additive and Subtractive Mesh
You are asking for boolean modeling, something that is difficult to do even in full-fledged 3D suites. It may sound esy to the user, but the geometry creation is very far from trivial.
Shame for you then that most programs do not support all those options but just the most common subset. You're better off sorting it out on your UV map than expecting the .mtl file to do that job.
I addition a set of traditional top/bottom/left/right/front/rear views on hotkeys would be useful. It's a bit cumbersome having to constantly fiddle with the view just to figure out if elements are correctly aligning or not.