Everynone, lol sorry about that.
But you do have a great point. Pulling the attributes from the loop after the loop ended means that they aren’t being used… so I’d actually have to run TWO ForEach loops. One to start, and then one to change the object back… That seems costly, but I honestly can’t think of another way to keep in communication with the Collectable objects.
Even if I don’t use Activate/Deactivate to turn things on and off, I still have to get things on the collectable.
Maybe it would be wiser in the long run to define something on the player that pulls the objects closer. instead of depending on each object to do it.
Bu