Hello, we've been developing an adventure game using your extension and it's been very helpful. During the process we edited or added certain features to it or saw that certain features would be helpful. Here we'd like to share/discuss them and perhaps make them part of official releases so that the adventure creator would get better and it would be easier to update to newer versions. I will list the features down below and will outline in brackets whether we have them implemented. If we do, we'd be glad to share the edited code with AC author, we're just not sure how.
1. If character has navmesh agent, when using teleporting actionlist action use Agent.Warp instead of transform.position. (Have Code) P. S. It might have been added to 1.50 based on the patch notes I saw, we're currently working on 1.49a, so I couldn't check)
2. When having "Dialogue above character" option add an anchor variable to character (an empty transform), to which the text will snap. This allows for more detail in the position where the dialogue is placed when the character has non-standard colliders/no colliders or is 3d and not a sprite (Have Code)
3. When having duplicate for multiple lines checked in subtitle menu element, the duplicates stay and don't get deleted, which clutters the scene with disabled object. They should be deleted or pooled for reuse when they stop being used. (Have code which deletes them after use).
4. Gather translation doesn't gather translations if the objects are disabled in scene. It would be nice if it would gather everything, and you shouldn't have to enable everything before clicking gather translation. (Have Code).
5. Add differentiation between speech and text language. One changes the game text, the other the VA audio files that are being played. (Don't have Code)
6. When actionlist has use parameters checked. Add the ability to set parameters when attaching that actionlist to different menu items. (Don't have Code)
Please tell me if any of these points are unclear/hard to understand and whether any of them would be useful to you. And again if AC author feels like making any of them part of official release and wants code, we can send it, just not sure how. I may have forgotten something and may add it to the list later.
Comments
1) v1.50 brings a new NavMeshAgentIntegration script, which allows a character to move with a NavMeshAgent instead. I will look into this Warp function.
2) Yes, I'll agree with that.
3) They should already be removed: I'll look into it.
4) How are you detecting deactivated gameobjects? If that were to be added, I would make that optional.
5) AC can already have the game display multiple languages yet only play the original audio, but I don't think total differentiation would be to widely used. You can change which language is used for audio, however, in Speech.cs starting line 144.
6) I don't quite understand that, but you can change an ActionList's parameter values manually through script.
public static T[] FindObjectsOfTypeInScene<T>() where T : Object {
T[] allObjects = Resources.FindObjectsOfTypeAll<T>();
List<T> filteredList = new List<T>();
for (int i = 0; i < allObjects.Length; i++) {
if ( IsInScene(PrefabUtility.GetPrefabType(allObjects[i])) ) {
filteredList.Add(allObjects[i]);
}
}
return filteredList.ToArray();
}
return (type != PrefabType.ModelPrefab && type != PrefabType.Prefab);
}
See interactions with Click On Hotspot.
Create a scene that uses unity navigation mesh.
The easiest way to do this would probably be to change your Input method to Touch Screen, and change PlayerInput 208-212 so that line 209 is run in builds, not just the Editor.