RememberScene
Makes the scene it’s in remember how it was left: going to another scene and coming back finds it as it was (crates where they were pushed, enemies beaten, doors opened, pickups taken, a boss’s health) rather than as the scene file has it. One anywhere in the scene is enough. What’s in Forget comes back as the file has it every time, and so do things on their way out (anything with a Lifetime: bullets, sparks).
The scene is remembered as the game leaves it, with everything a saved game keeps, and put back exactly so (its scripts start again, as after loading a saved game). It’s remembered while the game runs and kept in saved games (Save Game); starting the scene over (Restart, Game.ReloadScene) forgets it, and so does New Game. Carried values (an inventory’s, a health’s or a counter’s Save As) are read again as it comes back, so they’re as the other scenes left them. In a network game the host remembers it.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
forget: text = null. Entities not to remember, by name, separated by commas: they come back as the scene file has them every time, e.g. “Enemies” for a group of enemies that are back each visit. (Names entities: their names, separated by commas.) (Field: an entity’s name.)
Scripts use it as RememberScene: its methods, events and values that aren’t saved with the scene.