Oh yes, I can get around it. It's nothing critical. Still it's a bit strange behavior.
So I'll just leave things as they are for now, in hope it will be fixed in one of the future releases.
I understand, it makes sense. But it does not happen when I'm loading the game, it happens when I'm saving it.
Right after autosaving the game (no loading here) camera jumps to a new position with no transition.
Objectives look like a fantastic idea indeed! I've been using global variables for that purpose, but it wasn't perfect. The list of variables tends to grow really fast and makes the project a little bit messy. Only now I realize how much I needed th…
Fantastic!
With 1.68 all the bugs are fixed, system is very reliable and the new approach to variables opens interesting new possibilities. At this stage AC is really mature. All the problems I had with previous versions are gone.
Three cheers to …
Hello,
I replaced those lines, but no change. Same errors.
However, if I replace those lines (1466-1468:
public string openTag { get; private set; }
public string closeTag { get; private set; }
public bool usesP…
Wow, great update!
I'm very happy with fixing the custom speech tags bug, which I rely heavily on. It's a great tool for controling the cutscenes. Timeline seems like even better.
Moving speech files to AssetBundles is also pretty important.
This…
I tested with the player both on "Default" layer and on a different one. The results are the same. Changing the offset makes the camera move away, but in a poorly chosen direction.
Well, custom camera is always an option. But I still hope…
Ah, I missed OnCharacterSetPath event. Yes, that should do the trick!
So, if I understand correctly, the perfect pathfinding solution would be something like this:
1. User clicks and starts pathfinding.
2. OnCharacterSetPath is triggered.
3. Script…
There is a slight problem with NavMeshObstacle. According to Unity's documentation enabling and disabling carving has a 1 frame delay. Who knows why.
I tested it, there is a delay are right. That makes everything way too complicated.
The solution …
Thank you!
I rely heavily on custom tags, as it saves lots of time, so I'll be waiting happily for 1.66.
And I really admire the amount of work you put into the Adventure Creator. It saves us, game developers, unbelievable amount of time.
I'm sorry, you're right, it was stupid of me. I was tired and my brain refused to work properly.
Won't happen again.
I'll leave it with you then and wait for the patch.
Here is quick and dirty example project. I built it from the start, to make sure it is as clean as possible. I just packed it all, I hope it is enough.
So there is a conversation on the start of the scene. Both characters try to speak and then gene…
Ok, now I understand where the problem is.
What I don't understand is why it has worked sometimes.
I'm sure you figured it out by now, line 460 says:
displayText = log.fullText.Substring (0, speechGaps[gapIndex].characterIndex);
And it is suppose…
Here's a little help with debuging.
I added the following text in line 460 in Speech.cs
Debug.Log ("Full: " + log.fullText + ", Index: " + speechGaps[gapIndex].characterIndex);
When the game got to the speech with this text:
…
Sure.
(Image)
Also I have a little update, which makes things even more confusing. The problem might not be with multi-line texts after all.
This single line of text also throws the exception:
"[cam:TaxCam][mood:surprized]What?!" -&g…