The problem:

I created a number of mesh objects with the Edit Object -> Add object actuator in the Blender game scene. I then modify the vertices in one of them, trying to change the vertices of only that mesh object. All of the copies of the object are modified as a result instead.

The question:

How can I make the mesh objects individually modifiable?


1 Answer 1


The problem is that each of these objects still has the same mesh, so modifying the mesh of one object appears to modify all the meshes. Two possible solutions are: make separate meshes for each object, difficult to do in the game engine; make all the objects in blender, then load them in the game engine. I'd suggest finding a new way to do whatever it is you're trying to do. If this hasn't changed your mind, these two threads give some hints at what I think you're trying to do.
moving and creating objects in the game engine
creating a new mesh in the game engine

  • $\begingroup$ This answer is insufficient and the .blend links are out of order. Having an arbitrary amount of different meshes available in the game engine is required in what I am trying to create. If the answer must extend to the realm of altering the source code of the game engine, so be it. I will be waiting for another answer. Thank you for trying. $\endgroup$
    – Rakholl
    Commented Mar 21, 2014 at 14:08
  • $\begingroup$ Without knowing details then, I'd suggest using a python script to create the objects before running the game engine. $\endgroup$
    – user2699
    Commented Mar 22, 2014 at 0:19
  • $\begingroup$ The idea is to create new mesh objects during the game engine runtime. The amount of objects produced will depend on the player's actions, so the objects cannot be pre-created before the game engine initializes. $\endgroup$
    – Rakholl
    Commented Mar 24, 2014 at 18:17

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