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They don't. No matter what slot I click, the saves get saved continuously from the first slot onward. Overwriting a specific slot does work, however.
In console, the saves are getting numbers starting from 1 onward. When ov…
I think I didn't explain it properly. The timeline function you talk about seems to be more for cutscenes, but I am looking for common gameplay usage. For picking up items and otherwise interacting with the environment.
I have an Item object on the…
Even if I wanted to use an NPC? I will have some just objects hovering around in the background, thought it would have been easier to make them NPCs (perhaps even using skeletal animation) with prescribed paths to move around the background, rather …
I plan to have an animated background in the Main Menu - either using a video or animating some object to hover over it. So, I am unsure if this can be achieved within a menu without using a scene. I think copying the Save File would be a better/sim…
Should i attach this script to something? I assume that probably not, since it seems to be running on its own, unfortunately also giving me this this error:
CopyAutosave.cs(95,56): error CS0246: The type or namespace name 'List<>' could not b…
A little update on the Texture '' has dimensions (...) which are not multiples of 4. Compress will not work. UnityEngine.StackTraceUtility:ExtractStackTrace ()
This happens when I try to implement 4. The MainMenu scene has a different resolution th…
I think the best, safest, and most elegant solution would be 1). Right now, the game is saved the moment you click the Menu button in the in-game inventory before the scene switches to the Menu scene, so there should be no problem.
2) Seems overly …
Thank you, all seems to be working fine! :-)
There is only one slight issue - I have a scene that is bigger than the screen size, both vertically and horizontally, and the character starts at the bottom left corner of it. At the beginning of the sc…
Link works now :-)
The navigation now works, as well as item collecting. There are a few issues tho:
1) Zooming now sometimes triggers Character movement.
2) When panning, the camera should stay on the spot I dragged it to and not focus back on th…
I am using the second option now.
When I Zoom in/out and keep one of my fingers on the screen, the camera jumps slightly.
The orthographic size does not fit the screen initially, but once I zoom in, it fixes itself.
Otherwise, the zoom and panning…
Just to be sure I am doing the right thing - I should replace the current camera with GameCamera2D in the Scene Manager, is that right? (then added the new script to it).
Or should I create an Empty and add components: Camera, Basic Camera, and the…
Thanks Chris, it is a bit better now, but the problem still persists in some instances. When i zoom in/out and let the acceleration/decelaration finish the zooming movement, the camera sometimes goes black again. Especially when i hold one finger on…