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Alverik

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Alverik
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  • Good question... I guess you could try using engine: manage systems, but I'm not sure if there's a better way... I've been working on the contents of my current project, so I haven't put much though into the start screen yet. But, last time I needed…
    in Start Menu Comment by Alverik July 2016
  • Besides, if AC used an asynchronous path finding style, and that translates to faster performance, then it would be an upgrade for everyone.  ;)  (Mind you, I don't know how easy or hard that'll be. After all, Apex Path specializes in path finding, …
  • Ok, so it's working but at the same time there's an issue with storing the data. I went ahead and made an Action which can show an alert using an existing AC menu (any, if you change the default names). You can change the font, and it even has a dur…
  • Ask amplify Blooms developer's or check their API, you are probably not using the correct address. A namespace is just a name you use to group your scripts so they don't get confused with the code in other similarly named scripts or classes. If Ampl…
  • Boy, I hope it can be done!   :D It would open up the way for all manner of procedurally generated scenarios. Allowing almost unlimited content. A plus for a lot of games  B-).  And, I mean, well, there are some ways to procedurally generate a navme…
  • I've been focusing on a different project so I haven't tried it yet (and I haven't made an inventory in it yet). But, If I can I'll try to check sometime today and report.
  • hi! I had a follow up question. I'm using a global variable to store the text to be displayed in the GUI, that way I can use a single menu to display all my alerts. The only thing is, for the sake of modularity, I'd like to be able to provide that v…
  • Thanks! that's exactly what I wanted to know. Then, I could make an Action that changes the font, right? Anyways, I'll give it a shot later today. Thanks for the info.  :)>-
  • Alright, no problem then.   :)
  • You could still use it as a base and add the rest of the features separately, or integrate other character controllers to it, like Complete 3D Physics platformer. In your case as it's 2D you want, you could check Platformer Pro LE or Corgi  and see …
  • Hey, this is exactly one of the issues I have in my inventory menu in one of my other projects. Empty slots not highlighting but triggering the scroll sound. My menu is uGUI, but I'll give this fix a try too!
  • Thanks! I'll do that then. But, if it's not game breaking, a little scripting tutorial on how to add more categories would be cool too, heh 
  • Alright, in that case I won't fuss about it anymore, seeing as it's working as intended. Still, it would be nice if a detail like that was in the manual, or one of the tutorials.  ;)
  • What do you mean in your scene? Like in the onstart cutscene? or in the same cutscene/Actionlist in the triggers? Or did you use the loop technique? A screenshot of your Cutscenes/Actionlists would help here. Still, if the variable check is not at t…
  • Do I need to send you the images and scripts used by the prefab or is the naked prefab file enough? (sorry, I've never sent one before).  Also, I already split the virtual controls UI into two parts, I didn't really change any of the settings in the…
  • It's 4:00am here, so I'm kinda tired, but I'll give you some ideas before I go to bed. First, every time you need the game to "remember" something, your best bet are Variables. If that data needs to be remembered only in one scene/Location…
  • Well, if they're completed projects and you won't be compiling them again in the foreseeable future, I don't see why you can't just go ahead and delete the library folders. I just don't recommend you to do it for your active/WIP projects, as that ma…
  • I'll check but, as I said, it's weird. I have a raycast to detect if the player has the pointer on top of the pet and that one worked perfectly, and most of the time both the pet and the hotspots were in the same general area (both very close togeth…
  • I know this thread is old, but I would also like to know how you would go about doing some AI or integrating to known AI assets... In the end anybody found anything? Has anyone tried to do it?
  • Ever wondered why you can "re-import" an asset, with a single click, and get a default, original copy right back? Basically, every time you import something Unity takes it, and compresses it (depending on your settings) then puts it in the…
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