You're right, it does get reset I didnt see that. But we do have over a thousand action list assets, so each byte that can be saved is worth it !
Regards
But I dont want the capsule collider to be the hotspot, I have a sub gameobject parented to my npc that makes it separated from the graphical assets :-- npc (with capsule, and npc scripts)|--- 3D Model|--- Hotspot (with box collider and hotspot scri…
The 3rd action is supposed to prevent from playing Action 4, because I found no other way.
If has_key is true, its supposed to [continue], but I just want it to play Speech "A" (which is Action 2, and ignore Speech "B" which is A…
What do you mean by other script assets? inside the game object itself?
Anyway it happen with any Inspector, be it the menu manager, player script, action lists, it always happen at some point.
Hullo here it is :using UnityEngine;using System.Collections;
public class NavigationEngine_PathPro : NavigationEngine { Seeker player; public NavigationEngine_PathPro() { player = null; } override public Vector3[] GetPointsArray(Vector3 startPosit…
I beg your pardon but why are actions inheriting from ScriptableObject? It seems to be the cause of lost serialization.
Edit:I finally got your answer,Now there's the thing, the ActionList editor work when editing InScenes Action Lists, unfortunatel…
It seems like using the "Button" style in the EditorGUILayout.BeginVertical() causes this great mess, after stripping it out, sure it gets a bit uglier, but elements do not collapse anymore.