I am now looking again a more thoroughly into Armory3D and I am wondering what the right way to go is to achive the above mentioned. I tested some ways but struggled to get a decent result.
What I am trying is to have a fully defined asset in a seperate .blend file with collison boxes, volumen trigger,etc. which I than can link to my actual game file as often as I like. Linking in general works, I am linking it as a collection. So everything sticks together. This seems logic to me and also looks a bit like the way “Godot” is handling it´s vast of nodes.
I made a seperate .blend file with an object which also has a mesh as a child which I want to use as volumen trigger. There is a node tree attached to object with a logic that should just print it´s name when the player enters the volume. Getting the name or the children objects works also.
The name ist only printed once when the game is started. Or when I attach an “OnUpdate” node to the “Print” node, but than of course all the time.
But the volume trigger isn´t working at all. Could it be that the trait is paused after initilizing?
But it´s also not working in the “on update” attempt where the trait is´t paused.
I´ve read something about the problem here but I don´t see a good conclusion in this thread: Linked Collection not recognize by logic nodes
Is this still a missing function in armory or is my attempt on prefabs totally wrong?
Maybe HAXE can do this, but I want to built the whole game with nodes.
Maybe someone can give some good advice what the right way to go is.