ummm... when you use parameterized Actionlists you have to think of them as Utility Scripts, not as the final end scripts. Now that you have that parameterized Action list, make another Actionlist which uses the ActionList: Run action, if you use th…
Ummm... isn't that what dynamic tracks are for? i.e.: you compose several segments of the same loop with differing intensities, and a few bridges if necessary, so you can change between them depending on the intensity of the action -important parts …
Umm.. I also, think there's not much of a point in making an AC stand alone. The power you get with unity to customize your game beyond the norm is not something you could easily achieve with a platform like AGS, Visionaire or other similar engines.…
Inside the ShowGUI function you can use:bvar = EditorGUILayout.Toggle("enabled? ", bvar);
Also, in cases where you want to have a list of options you can use an enum (same as the "popup" var used by AC. Declared:
public enum Opti…
Wow, what a superb update! lots of stuff I wanted are now available! :D ah, but, now that I see "Ability to not update Menu elements if the Menu is fading out", is there a built in way to reset a Unity UI prefab when you close it? (when AC…
Wow, the decals and the new sinks really add to it nicely (the sinks really balance the space). But, it still feels kinda monochrome.Why not try changing the color of the floor or the structure in the middle of the room? Add colors that show the ove…
Dont' know if it's a bug bu in the meantime you can use Engine Manage: Systems to disable player movement (and interactions/hotspots, if needed) while the menu is open.
You only need to place camera effects on the MainCamera, all the others are just used as references. The main camera just copies their position and movement.
By the way, I noticed you have no shadows, if you are going to be working on mobile and don't want to use real time shadows (like me), then you could try Swift Shadows: https://www.assetstore.unity3d.com/en/#!/content/14307
They're faster than blob …
Hey! I really love the art style and it was pretty funny! (I just watched the video). I liked the voices, but I think it would be nicer if there were a few more syllables for the gator to say, because sometimes the constant repetition of a syllable …
Yeah, this error happens to me all the time, it seems to happen because the window layouts are different between projects, usually due to plugins which are in one project but not in another. Unity knows there should be a window with something there …
Kudos to reading AC global variables (and writing to them). That's my favorite method, that way you can easily change settings in the variables manager or at runtime using Variable: set, without ever needing to touch your scripts again. Also, you ca…
I see, sorry, my mistake then, when I read the template I mostly just read the comments, not the code, I didn't notice you had to put the code inside the conditional? I also didn't notice it was setup to use DefaultPauseTime by default? I must admit…
umm, sorry, it's juts 4shared, I never had to share code before, so I didn't know there were sites just for that... Anyway, here is the link for the code. I'll try placing Debug.Log in the skip function later today too.
Skipping? why would it skip?... I've just left the template mostly as it was according to the first tutorial (as I don't need parameters or constant IDs). Also, I don't have a clue if the native actions are running normally, I haven't tried to touch…
Hey, using DOF subtly is good. Later I did wonder if maybe you had used it, but when I wrote my reply I forgot to zoom them in. Anyways, about color correction, I mentioned it because the screenshots look a bit monochrome, most of the color in the s…
Hey nice! the locations are looking good, but unless you are aiming for an "unnaturally clean" look, I'd advise you to put some subtle decals with dirt and/or stains or scratches in you world, specially on the floors and walls, but you can…
If you've set it to Manual, make sure enabled on start? is checked. Else the menu won't ever appear until you call it with an action (Action: Menu -> change state -> Turn on menu).
Alright, I'll take a look.
Edit: so basically I assign a custom token number, then tell it what to show in it's place? Like:
KickStarter.runtimeVariables.SetCustomToken (0, NumberToshow.ToString("#.#"));
Do I have to have it always on th…