I wanted to auto save before scene change so I could abuse it for something else: Jumping to the map scene via UI button needs to save player position and camera in case the player wishes to exit the map and return to previous location.
Closing it v…
@Keks I checked and I have only one instance with one single script. Might as well be a Unity bug, because it couldn't replicate it again today.
@ChrisIceBox 1 or 2 weeks ago the search feature changed in a way that it now finds more literal resu…
I ended up with a simple script on each button that invokes a click action when an inventory item cursor is detected over it for more than X seconds. Works fine as a temporary solution.
Thanks.
Could you perhaps suggest a temporary solution/patch for this issue? We are currently testing our game and this bug can be a game-breaker. Thanks!
I had some issues regarding setting the count of items that have CanCarryMultiple checked. The issue is that since I am using parameters the Action does not know if the item can carry multiple and does not show the option to assign another parameter…
Thank you for your help. Since we still didn't update AC I couldn't use the BeginActionList event.
I made a custom action that assigns the last selected inventory item to the ActionList parameter. It now works as intended.
Sorry for the very late answer. I was on vacation.
Thank you for you hint. We figured that this approach is way to unstable and would probably cause some issues further on.
So I used switching with NPC instead, like you suggested in your comment ab…
I am using v1.63.2.
Now that I think of it, I might aswell use Replace NPC instead of Restore position.
Restore position was intended for cross-scene switching, where I can switch via UI.
Is for this case any solution? I don't think that replacing…
The relative volume is indeed 0 or 1 as it should be. I now found out, that the Volume sliders in Audio source for each object is behaving erratic. Their values are 0.8999992 for the one with relative vol: 1 and 9.809089e-45 for those with relative …
x is an object that hold a Sound field. I did set it to 0 in Awake and later on to 1 when needed(Update checks for something and sets it to 1 when true). I'm pretty sure the code is not the issue since it works as it should when I start from this sc…
My Unity version is 2018.1.6f1 and previous 2018.1.5f1.
@ChrisIceBox
Your solutions sounds great! But since I already got it working 100% I wouldn't dare scrambling around again. I'll wait for your upcoming fixes and then consider changing the wa…
@HarryOminous
I skipped using a spaghetti of ActionLists by making my custom Switch. I feel this way I have more control over everything and I can replace an Action with a simple line of code.
I did use objects ad ActionList parameters once but on…
@ChrisIceBox
3. I managed to find the issue. Some scene's default cameras didn't yet have a ConstantID so sometimes camera would go to MainCamera(that is created with scene setup) and switches to default(0) player. Not sure if this is the exact cau…