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It used to be that a plate or button could be identified in the function it called; is this no longer the case? ~Or did just the method for this change?
Not a problem, it got me too a few weeks ago. Don't really understand the reason why it's required but it becomes easy to remember once ya recognize when it's needed, or not needed.
It's required because buttons are entities in Grimrock 1, but components in Grimrock 2. So when a button is passed to a script in Grimrock 1, it's an entity with an id, position, etc. When a button is passed to a script in Grimrock 2, it's a component belonging to a game object, so it doesn't have a position or the like; you need to get that from the parent game object with .go.
Passing the component is much better than passing the game object for several reasons (example: consider having a game object with multiple components that connect to the same function).