Regarding per-character text scroll sound feature - this feature is great, thanks for adding - just thought I should mention that the audio clip box in the NPC / Player script for adding their text scroll sound is currently not labeled as anything in the editor. Would be a shame for people to miss it!
Thank you so much for this update, you're doing a great job!
The problem with the destination accuracy was a big issue for my project and what you've done seems to work in my case (why is it experimental? do you know cases where it could not work?).
Thanks for the rest of the fixes and improvements too
Assets/AdventureCreator/Scripts/Logic/Editor/ConversationEditorWindow.cs(30,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Chris, I'm terribly sorry to ask this but, would you consider a "how to delete save games" tutorial? It could be something that you do in the next 2 months, really, I'm asking just in general. I've tried to read the explanation above, but I'm doing something wrong. Rather than tackling with my problem, which is surely due to my inability, I wonder if you would consider doing that, I'm sure a few other people would be interested.
Anyone else having issues with the latest update and Unity UI? I have a sprite image in scene with Unity UI canvas and an Adventure Creator Hotspot to switch cameras and the hotspot doesn't work. I try the same with a new scene without the Unity UI and everything is fine?? Weird.
@Gog0: It's experimental because it needs thorough testing. It's also something of a hack, since it goes against the way AC's movement system is inherently designed. If user testing continues to show good results I'll take away the "experimental" label.
@David: It's something I'd hoped to have out with the release, but it's so large a topic it wasn't possible. In the meantime, you can look at the way the new Profiles menu works, as profiles and save games are largely interchangeable so far as managing them goes.
@CLapps: And thimgs were working before the update? Please post a new thread about this with more detail and I'll look into it.
Thank you so much Chris! Only one small issue: With Unity UI prefab, crossfade Menu doesn't work sometimes. I can open Save Menu from Pause Menu with "click type: crossfade", but when Save Menu is open, if I want to go back with a Cancel button, "click type: crossfade" doesn't crossfade to Pause Menu, it's only turn off Save Menu. (the menu name is correct, it worked before)
@RedCityNoise: I can't recreate that - have you modified the UIs from the default ones? If so, does it work if you revert back to them? You can do that easily by switching to the Demo_MenuManager asset and changing the Source for e.g. the Pause and Save menus.
It works with Demo_MenuManager and UI prefab, well, I will try to understand what's the problem. EDIT: It works now, Transition type was on None before, with Canvas Group Fade, it's ok.
Assets/AdventureCreator/Scripts/Managers/SpeechManager.cs(152,48): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/Speech/PhonemesWindow.cs(19,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs(46,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs(96,25): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/Logic/Editor/ConversationEditorWindow.cs(30,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/Managers/Editor/ActiveInputsWindow.cs(17,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/Managers/Editor/AdventureCreator.cs(35,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Assets/AdventureCreator/Scripts/Managers/Editor/NewGameWizardWindow.cs(42,32): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'
Easily fixed. Just replace .title with .titleContent.text.
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The problem with the destination accuracy was a big issue for my project and what you've done seems to work in my case (why is it experimental? do you know cases where it could not work?).
Thanks for the rest of the fixes and improvements too
It could be something that you do in the next 2 months, really, I'm asking just in general.
I've tried to read the explanation above, but I'm doing something wrong. Rather than tackling with my problem, which is surely due to my inability, I wonder if you would consider doing that, I'm sure a few other people would be interested.
@David: It's something I'd hoped to have out with the release, but it's so large a topic it wasn't possible. In the meantime, you can look at the way the new Profiles menu works, as profiles and save games are largely interchangeable so far as managing them goes.
@CLapps: And thimgs were working before the update? Please post a new thread about this with more detail and I'll look into it.
Only one small issue: With Unity UI prefab, crossfade Menu doesn't work sometimes.
I can open Save Menu from Pause Menu with "click type: crossfade", but when Save Menu is open, if I want to go back with a Cancel button, "click type: crossfade" doesn't crossfade to Pause Menu, it's only turn off Save Menu. (the menu name is correct, it worked before)
EDIT: It works now, Transition type was on None before, with Canvas Group Fade, it's ok.