I’m curious as to why it’s forbidden to create identical functionid? I’m trying to support x player split screen (that is, as many controllers as you can plug in/sync) and the easiest way I thought would be to have the functionid’s created dynamically. Now I can make maps at runtime to prevent duplicate id creation but then I’m forced to plan out sharing that function map vs simply creating new functionid’s that are identical.
The function id’s over-ride .equals so having identical id’s seems like something that was planned for, but then the “existing” set prevents you from utilizing said function.
I understand that in the end this might make code more consistent, and slightly lower memory usage, but it forces alot of inter connectivity that I don’t think is necessary.