-I have set "Always reload the scenes when loading". (I need that for my current code to work).
-Yes, the play one shots elements appear. As I said, they appear in the same in the position when can they can be heared before loading a game.…
Well, in my example I put a wrong tag (color=100%). But as said, was not a thing of the example. (Not copied it from the game, as said, the ones I found, already fixed them)
As you say, "the ordering of tags is strict". The problem is, in…
thanks! that worked. That part of the script was like that when I copied from here (I guess it would had other goal) so wouldn't never try changing that ;)
Just out of curiosity have been any more updates in this issue?
Will Calling the Remember Transform OnSpawn on every Dungen spawned item give them individual ConstantIDs in order to by saved and loaded?
I've been "theorically trying" to …
Yes, sorry, I can see the field assigned as usual in each scene in runtime while looking at the editor. I click the field and signals the default sound in the scene.
I tried too unparenting from some cameras and check.
I also tried making a prefab…
That doesn't seem to be a thing.
After reading the manual, I just unassigned the default sound on a scene and hit the button to create a new one. That looked like a thing that should work.
But it does not . Going to that scene either by a new gam…
Just a consideration.
""Cannot play text scroll audio clip as no 'Default' sound prefab has been defined in the Scene Manager"**
That sound objects needs to be a Prefab?
All sounds work except Scrolling text.
I went to some of the scenes taking a look that the Default sound were assigned, adding the constant id just in case, resaving the scene (Like in previous AC updates that I had to resave the scene for somethin…
Hi there, reviving thread.
I updated to 1.70.4, and now, my new visited scenes (or loading the game to another scene for example), the scrolling text sound doesnt work. (But it work when I directly start in a scene)
**
"Cannot play text scroll…
I'm having the same problem as the original poster.
I make the translation on Excel, after that I export to CSV delimited by commas, change that file to a txt with explorer, replace ; for |, change the file to csv with explorer, and Import it with …
A key shortcut activates or deactivates a Engine:Change timescale set via parameters, basically;
https://imgur.com/a/CN7jzGn
These actions are asset actionlist and all Run in Background. I changed them now to Pause Gameplay see if that helps and I…
LimitCursorToMenu looks like a very nice addition, I'll check it whenever I can.
I'll make a suggestion if I may:
Could we have in the editor, a slider for the menus elements section? There is a slider for menus, and thats nice because its easy to…
Added: "Load Fade Time" field to the MusicEngine and AmbienceEngine prefabs - use to control the fade-in time when resuming music and ambience upon loading
Amazing, just yesterday I really needed this feature.
Best unity asset! (And damn,…
update: Strange, the ability to choose Local variable with the set propierty to variable appears if the Actionlist is on asset instead of scene.... that's counter intuitive.
The error message in full
https://pastebin.com/9AUre464
I searched what stacktrace means and I'm not sure If I'm able to get it.
Can I transform that script into a custom action? I need lot of them, specially for the next project. How hard is it …
I guess most people making big games have the same problem. In my last project I'm around 150 global variables and having in consideration I use Local and now component variables whenever possible.
Is unavoidable having lots when variables on scene…