Is it possible to remove the caching from the UserTracker / UserFrame data? I really need to map certain values directly to the order of users entering the frame instead of the current Id tracking implementation.
What I want is:
- User 1 enters the frame, receives Id 1 (color Yellow)
- User 2 enters the frame, receives Id 2 (color Red)
- User 1 leaves the frame
- User 2 takes over Id 1 (color switch to Yellow)
- User 2 leaves the frame
- User 2 re-enters the frame, receives Id 1 (color Yellow)
- User 1 re-enters the frame, receives Id 2 (color Red)
What happens is:
- User 1 enters the frame, receives Id 1 (color Yellow)
- User 2 enters the frame, receives Id 2 (color Red)
- User 1 leaves the frame
- User 2 keeps Id 2 (no color switch)
- User 2 leaves the frame
- User 2 re-enters the frame, receives Id 2 (cache!) (color Red)
- User 1 re-enters the frame, receives Id 1 (cache!) (color Yellow)
The caching is super apparent because it still exists even after stopping the current game and restarting it (in editor). As soon as a player recieves an Id, it will keep receiving that same Id for the rest of the session (until I close the editor).
The problem that I have is that all the provided userFrame solutions (for instance the Segmentation) are fully built around the Id’s. This means that if User 2 leaves the screen and re-enters it as the sole user, it still receives the Red color (as that one is hard-wired to Id2) in the provided scripts.
I can of course manually remap the Id’s to the order, except this needs to be done every frame, which is a HUGE overhead that is completely unneccesary if I can just disable the internal caching of the Id’s.