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Possible bug in AC 1.86.3 with Unity 6.3 with Gather Text hanging up

Hello,

I recently upgraded from Unity 6.2 to 6.3.17f1. I'm using the latest AC 1.86.3, 2D game on a Silicon Mac.

With 6.2, the gather text feature worked perfectly. No problems.

Since upgrading to 6.3, the gather process seems to stop at around 75%. I tried "reset text", rebuilding the library, and a few other things.

The console occasionally reported:
EndLayoutGroup: BeginLayoutGroup must be called first.
GUILayout: Mismatched LayoutGroup.mouseMove

I finally found a workable solution with this:

in the AC speechmanager.cs file, I added // in front of

EditorUtility.DisplayProgressBar and EditorUtility.ClearProgressBar

and now it seems to work. So basically, it was finished gathering the text (as far as I can tell) but Unity was having trouble ending that task.

Anyway, I just wanted to report this issue and the workaround for anyone else who might have a similar problem.

Thanks!

Comments

  • To add an update, apparently it really is completing only 75% of the gather process. My // workaround was just masking the problem, not fixing it. It gathers all the text in the scenes correctly, but nothing from the project that is linked to asset actionlists that can be accessed from any scene, like item descriptions. In 6.2 those were included in the gather process. With the current issue, they're not.

  • Thanks for the details. This sounds like it may be a Unity issue, in that case.

    Would you mind importing a copy of the project into 6.4 and seeing if the issue remains? I cannot reproduce such behaviour. If it occurs there, it may be an issue unique to your project - in which case, it may be best if you can PM it to me to examine.

  • Thanks for the advice. I updated to 6.4, rebuilt the library, and reset the text but I'm still having the same issue.

    It only hangs up if I deselect "translatable type: speech or everything" during the gather process. If I deselect speech, it's fine, so it must be something in one of my project actionlists related to dialogue, unique to my project.

  • Ok, I think I found the culprit.

    The gather speech was getting hung up on a few actionlist dialogues that were stored as assets in the project window, linked to NPCs, but not assigned to their prefabs. They were linked to the version of the NPCs that had been dropped into specific scenes.

    So the actionlist dialogues showed missing speakers (unless those scenes were open). The gather text in Unity 6.2 must've not worried about that and moved on, whereas 6.3 & 6.4 found it problematic and entered into a loop.

    Anyway if anyone else has a similar issue, hopefully this helps.

    Thanks again for your help, Chris!

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