Windows 11 here.
Yes to Menu manager
(Image)
Items before scroll as set to 0. When I set it to something (in my case now 10) it shows the items as expected. That's a work around. Thanks.
Nothing complex, just that I want to have subfolders under _SetGeometry for each scene (normally Walls, Floors, Ceilings, Props) and then some more at root level for Interactable Objects and a few others.
I get that I can create them one by one in …
Right, slowly getting there
I restored from backup. Then re-imported 1.80.4. I still got the PixelCrusher errors but I removed those actions.
Before I imported, I created a blank scene, and imported with that loaded, and as a result I don't seem t…
Reading through the 1.80 release notes I see this.
"the main one being that of scene ActionLists becoming corrupted if Unity is opened with compilation errors"
Well, the dialogue system integration certainly caused compile issues at star…
Hi Chris
I was on 1.74.something.
The only errors were about the dialogue system integration. Nothing now shown that I've fixed the issue.
The issue with the hotspots is that Title is shown. Previously no name was shown at all, I don't use them. …
Line 1932 in v1.80.4 reads
if (!SceneSettings.IsUnity2D () && flatten3D)
Is that the one? Should I update to
if (!SceneSettings.IsUnity2D () && (GetPath () == null && flatten3D || !GetPath ().affectY)))
?
Thanks Chris
Yes, appreciate that that wasn't the best image. I've added another. The NPC is the large arrow, which should face in the direction that NPC is facing. I've also added the action which, in my mind, should move to the marker and copy ro…
At the moment I've got this. It works, but the actionlist doesn't seem to stop. It carries on running, whilst the other code is actioned, then runs again at the end with the Interact() line.
ActionList tempActionList = button.interactio…
Or what about inserting via code two new action nodes to any actionlist that uses a certain inventory item. First node would be to trigger the anim, second would be to wai 3 seconds for the anim to complete. Then I could run the newly edited action …
I feel that I may have to roll my own solution here.
Few more questions.
1) Can I change the start point for the 2nd player at run time? If I can, then the 2nd player could at least start by the default Player rather than at the start of the scene…
Thanks Chris.
Should I use eventmanager.onsetplayer to catch when the SwitchPlayer action occurs? Before the new character is used by the player, I need to do some things such as replace the decorative and static gameobject on their back with the &…
Hi Chris.
Is there a way to debug an Event Runner component? I have this component on a container. The action list never gets triggered, though the action list runs manually or via other triggers. Nothing appears in the console when I close the con…
I think I've found the issue. The area that was hard to click on was covered by a Trigger.
https://drive.google.com/file/d/1o9lSpROPHgARDXU0CPCyMCoQxCYtC3gg/view?usp=sharing
If I set the Trigger to the Ignore Raycast layer, then I can click in to …
Yeah, as I posted that I thought "hang on, with the object being disabled, will it ever work?". Odd how typing stuff out makes your brain kick in.
I'll have a play. Thanks.
Great news. So in my options when the player toggles Scroll Subtitles, I currently need to change both the Scroll Subtitles setting and also the menu item SpeechLine typewriter effect setting in order for it to work?
Olly
I thnk it is an AC thing somewhere.
If I put a script on the dialogue text component, and some debug lines in Update(), I can see that the MaxVisibleCharacters keeps changing back to 0, making the text invisible. This only happens if Scrolling is d…