Ok, thanks for the answer!
I'm still somewhat confused about how the ManagerPackage-asset should work in the case when we have multiple sets of AC managers in the project. I mean, clicking on "Assing Managers" will override the values in …
Sorry about the crappy formatting, it seems this forum doesnt really allow to copypaste stuff properly (very short limits on text length etc). I could send you my version of those files. I believe getting rid of this alloc would make many AC users h…
Here is the whole rest of the code, with added stuff for profiling
private void PlayStandardAnim (AnimationClip clip, bool doLoop, bool reverse)
{
if (character == null)
{
return;
}…
Nice to see an official fix so soon. But as @dude pointed out, it seems the (Clone)-clutter is not limited to speech actions, but all (at least scene-based) actionLists. (EDIT: or so it seems. Havent looked much further since using textwrangler on a…
I understand.
Uncommenting and commenting those lines can still be a bit cumbersome because not everyone building the game and localizations can or want to touch source code. Also, I'd like to keep AC unhacked for easy updates.
So, could I ask for …
Thanks again @ChrisIceBox . Very useful information, will make our next update much smoother.
Our version where we last encountered this was pretty old, maybe the release around a year ago. Option to include from build unchecked scenes would be very…
Glad to hear @ChrisIceBox and @dude !
Actually we also depend on those existing speech ids, so probably cant move so easily for ActionList assets, except for new content. I did (Clone)-search and replace for the remaining scenes, and saved really lo…
Thanks for the comment.
We will just go through all scenes and disable the new feature for each char - for the next production update. And with time we will go through each character again and test the new setting and if it might cause problems.
Fo…
Thanks @CrisIceBox .
I knew about SetMenuSystem (false), but didn't use it before for a few reasons:
1. It seemed a bit scary, since I was unsure about the effects, and didn't want to disable / hide menus that are currently displayed - just wanted…
Thanks for the comment @Alverik.
To be honest I think that AC probably wouldnt be able to 100% accurately and efficiently check if any data in the menus have changed or not. Especially if the user has AC-linked but UGUI-based menus with their own a…
I see, thanks for the clarification :)
StateHandler.OnGUI() only seems to affect the AC-based menus, which is not a problem for me, as I use only UGUI menus, but still link them to the AC menu system. Seems to work just fine without the OnGUI. I bel…